Hello, I have a main blueprint class which holds 4 child actor components. All of these four child actors are assigned actor blueprints (which have several static meshes and are reused in other blueprints). Will using child actors as blueprints within blueprints (as opposed to using another scene component and parenting meshes onto that) affect performance? I plan to add more child actors to the main bp and want to know if this is a good way of doing things.
So do you recommend just using static mesh components directly on the main blueprint? The only reason I wanted to use child actors was to de-clutter the outliner and the added benefit of reusing the wall blueprints elsewhere
I have seen some noticeable performance degredation by using Child Actor Components, but that’s the least of your worries. Good Luck getting them to package. There are some workarounds, but for some odd reason they don’t “stick”, the next time you compile, they get “corrupted” again.
I had a somewhat similar issue. My blueprint had a lot of nested child actors. When i dragged a child actor component, the blueprint editor lagged.
Found a solution to my issue in this forum. Disabling “Run Construction On Drag” in “Class settings”.
Blueprints with many components make the editor almost too slow to use - Programming & Scripting / Blueprint - Unreal Engine Forums