Is there no way to do multi-threading without C++ or purchased plugin in blueprint?

I’m aware there’s performance limitations in BP, but I’m not hitting them as I’ve started out of the gate with modern coding practices applied to BP and understanding the limits of BP. The only performance issues I’ve hit with BP are itinerating over a large array, which I’ve moved to C++ to resolve. I don’t use BP Tick as it’s terrible. Everything is timer based if some form of timing is needed. There are no delays to cause GameThread to pause. Entire game is event and data driven.

Can’t say I’ve had any stability problems though. I had no issue moving to UE4 > UE5 > UE5.1, but as you said this is a hit or miss and probably has something to do with how BP is being utilized by some.

I’ve already seen the video and agree everyone should watch it as it’s absolutely fantastic. I’ve taken several ideas from it. Basically profiling, finding high cost functions, and refactoring them into C++ if needed.

This is honestly just a curiosity thing more than “I need this!”. I’m well capable of writing C++. I just don’t want to. My day job is being a programmer. I find BP a refreshing break from code and gives me a new way to think.

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