The AI system , AI spawner, characters, tasks, services, decorators, they all are written in C++ which is way more performant than blueprints. Most of the AI assets in the marketplace are based on blueprints which are ideal for learning and to be used in prototypes. I personally own a couple but when i use them in real projects such as in a open world game, they cause many performance issues. Also spawning and de-spawning multiple AI NPCs based on players proximity using C++ is very benefacial. I also have plans to add many optimization featues in the future as well which will improve the presence of AI more performant.