# Creating non-actor blueprint instances

**URL:** <https://forums.unrealengine.com/t/creating-non-actor-blueprint-instances/299100>\
**Category:** Blueprint\
**Tags:** instance, unreal-engine, Blueprint, question\
**Created:** [November 16, 2014, 2:30pm UTC](https://forums.unrealengine.com/t/creating-non-actor-blueprint-instances/299100 "2014-11-16T14:30:45Z")\
**Posts on this page:** 1\
**Showing post:** 5

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**Author:** ![ScottSpadea](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/scottspadea/32/1194682_2.png) [@ScottSpadea](https://forums.unrealengine.com/u/ScottSpadea)\
**Post date:** [November 16, 2014, 9:12pm UTC](https://forums.unrealengine.com/t/creating-non-actor-blueprint-instances/299100/5 "2014-11-16T21:12:08Z")

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if you want replication, spawning, reflection, garbage collection, and better access to global data, you should be using actors.

if you want really light weight data for storage speed, use a c++ struct that you can make in yourBlueprintFunctionLibrary.

blueprint is for prototyping, and c++ is for optimization, so if you’re worried about wasting a few bits on some extra position data, use c++.

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