Blueprint vs C++ performance .

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thanks for sharing your test results.

@DennisSoemers
I agree on your way for only taking into account the same computation to compare the performance for a pure statistical analysis BP vs. C++ for a piece of code.

But in the generic use of UE4 - creation of game - I think what finally matter at the end, for the player, is FPS, and the full computation time ! So dropping the “whole bunch of C++ behind the scenes” can’t be done in that perspective.
I have no idea how the “whole bunch of C++ behind the scenes” is scaling when you go from that test case to a full and complex game case. But I guess it’s still be a good part of computation time.