# Blueprint Best Practices Guide

**URL:** <https://forums.unrealengine.com/t/blueprint-best-practices-guide/70102>\
**Category:** Blueprint\
**Tags:** unreal-engine\
**Created:** [July 28, 2016, 12:41pm UTC](https://forums.unrealengine.com/t/blueprint-best-practices-guide/70102 "2016-07-28T12:41:05Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![anonymous\_user\_a18123871](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_a18123871](https://forums.unrealengine.com/u/anonymous_user_a18123871)\
**Post date:** [July 28, 2016, 12:41pm UTC](https://forums.unrealengine.com/t/blueprint-best-practices-guide/70102/1 "2016-07-28T12:41:05Z")

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Is there any general guide on how to assemble blueprints to get the best performance? I’m not looking at optimizing to the max (obviously would go to C++ for that) but moreover things to avoid doing that the BP engine/compiler might interpret strange. Like when I make an array and append it does the newly made array stay in memory? Does the appended-to array increase in size or does it request new memory and copy everything over? When adding a float to only one direction of a vector, should I use a vector add component with a split pin because making a new vector is expensive?

These questions seem near pointless but if I’m doing these operations 1,000 times a frame it might suddenly matter.
