Is a mesh with a blueprint okay for performance?

Hi there. Is that okay to use modules with blueprint to create modular houses?Would it affect performance?
I added a blueprint and custom data to wall modules to change their color. There will be about 300 houses so it’s not an option to use materials instance for this. Are there any other options to do this?


Yes it is fine however do not do code on tick.
Construction script or begin play should allow you to customize anything.

Then if you need changes in runtime (like reacting to events) use dispatchers, and “middle man” like game mode game instance etc.

1 Like

Yeah, primitive custom data is definitely the best way to go about this. @Nawrot is correct in that nothing that uses Construction Script or On Play will really affect your performance, however they can affect your loading times. If you have construction scripts that have a lot of references or complex logic, your level may take a very long time to load.

In your case, however, even if you are manually spawning in the walls, you should be fine. If you find that you are having issues with level load times, then I would investigate ways to merge your assets and avoid the procedural construction.

1 Like

Agreed, watch out for cross referencing assets, this easily can make web of references all over your level. And everything referenced byt some always loaded actor will also be always loaded.

So player controller, referencing all custom door actors is really bad idea.
But all custom door actors referencing single blueprint is kind of ok.
However best is if you use soft references.

1 Like

Thank you!

What do you mean by soft references?

They are better than normal “hard” references.

Got it.Thanks a lot!