Hi All,
Probably a silly question, but I’m just trying to understand how Unreal handles C++ vs Blueprints.
Let’s say I build a line trace by channel function in C++ that’s callable in blueprints and it’s essentially the same as the standard Line Trace By Channel node that Unreal already offers in blueprints.
Is there still a performance benefit to calling my C++ Line Trace function from my child blueprint vs just using the standard blueprint line trace node? My understanding is that Unreal’s Standard Blueprint nodes are still built in C++. So, in this example is there any benefit?
Or, is the benefit to writing code in C++ more about replacing entire chains of nodes with C++ as opposed to single functions?
I’m asking because I’ve read it’s usually more performant to put operations like line traces (especially if on tick) in C++. Does making it callable in blueprints negate the performance benefit of C++?
Appreciate any insights here as I’m just trying to learn. Thanks!