I wanted to ask this question for some time. I use Blueprint communication heavily on my RTS Example Game but it takes some time to PIE because it compiles when i hit play. And sometimes it even crashes UE4 without any error messages. It also marks other Blueprint as dirty (so it need to recompile) when i hit compile. For example i communicate with HUD BP from my PlayerController BP so when i hit compile in my PlayerController BP, it marks HUD BP as dirty. Then I go back to HUD BP and press compile and then it marks PlayerController BP as dirty. So everytime, few BP’s always remain dirty and requires re-compile. Another issue is when the engine starts up HUD BP compile always fails. I have to manually re-compile it everytime i start the editor. Then only i can play.
The last time i used BP Interface was while beta testing and when there was no BP comm. From the day BP comm was added, i stopped using BP Interface but now i think i should start using it again.
So which one is better and recommended workflow? Blueprint Interface or Blueprint Communication? I would like to know the Pros and Cons of both.