How much blueprint is too much?

Hello! I’ve been working on my game a lot, and even though I haven’t noticed any changes in performance, my computer is quite a bit powerful ^.^"

So I’ve been wondering: How much blueprint is too much blueprint? As a general rule?

Imagine this times ~3 (just for the character bp):


Is there a way to check the amount of load or something?

Thank you!

And what about variables? I don’t have that many, but should I still worry? (Many more to add)

Doesn’t seem like very much to me. As with programming, some parts may be much more expensive than others. you need to test on a machine that you think might be likely to run it, and if it’s slow, profile the code to see what’s taking up the most .

How do I profile the code? Is it just manual “let me turn this thing off and see if it runs quicker” or is there some tool for this?

Thanks!

Thank you! (yeah, I have issues with tick events x’D)

The character BP in our game has FAR more nodes and variables than that, and it runs just fine. The only limits you’d ever come across would be the same with C++; intensive, perpetual calculations, graphical features that push hardware limitations, a lot of skeletal meshes doing complex actions, etc.

You’re fine using BPs :slight_smile: for optimizing performance, make sure processes are only firing when they need to be (reduce/eliminate Tick events and replace with situational looping Timelines) and keep your target platform in mind. And minimize complex calculations whenever possible

I can run games with lots of bp - graphics - not an issue.

I run 60+ widget bp, and only run 60 fps, yet 100+ in a graphics game.

It is not how many bp, it is how you structure them.