Can we use Blueprint Nativization to overcome the lag issues caused by blueprints in multiplayer?

Can we use Blueprint Nativization to overcome the lag issues caused by blueprints in multiplayer? In order to solve issues posted in these videos?

bump?

To a degree. But you will need to utilize C++ and BP’s.

C++ for the parent class… Complex code (extensive math, loops, spawn/destroy actors) should be C++. Then create a BP child class to config.

Over complicated replication structures will cause laggy/jittery effects. aka spamming the network (saturation).

You absolutely have to profile your game as you go.

Thanks! Could you recommend me some good profiling tutorials?

The ones provided by the engine are pretty much all you need.

Thank you! I’ll have a look at them!