Is there a difference between networking using C++ and networking using blueprints ? By difference I mean, performance issues or the amount of control we have on the networking aspect of a game.Or is it that anything related to networking can be achieved using C++ or blueprints with no performance hits ?
Thanks a lot!
None i think, replication is based of reflection system that is used in blueprint too, so replication works the same on both. If any performance difference between the 2 is local execution performance, blueprints are around 10 times slower then native code, so blueprint is not recommended for heavy tick work.