Does having large amount of blueprints decrease performance?

I am new to unreal and I wanted to ask if have a Blueprint actor with some Damage values that would decrease the health of the player when it enters it and I wanted to have a copy in the same scene with different values but when I do so it remains the same as the original one, so I duplicated the original Blueprint actor and changed its values. Now I wanted to ask that does having many blueprints decreases performance or its fine? Thanks in advance for replying.

Note: BP actor is a collision overlap box.

If the blueprint is just a collision box that overlaps the player and damages it, you can probably have hundreds in the level before it starts to have any performance hit…

  • Make a child of blueprint instead of
    duplicating them. If you have same
    functionality keep it on masterBP and
    childrenBP will have individual
    functionality.

  • You can also check stat performance
    commands or run profiler later on
    when you are lagging to check what
    eats a lot of ms. The lower the ms
    the better and the more fps you
    will get. OR If you want to compare performance after

  • Also try to write event based
    functions first and then if it
    doesn’t work out, write functions on
    tick.

  • With C++ you will get less ms more performance. (Like running for loop on tick)

Thanks for replying to my ques, it really works through child class