Level streaming with C++

I have to tell you, at least for me, it seems that the best way to make an ue4 game is simply this:

  1. Anything that happens on every tick for lots of objects, make in c++ if you can. Optimizing something that happens every tick gives visible results. The difference between c++ and blueprints is pretty large in execution time. So every object, every tick adds up pretty fast.

  2. Everything else use blueprints. It just doesn’t justify your time IMHO to make a level streaming c++ function. It happens once every few minutes. And you simply wont get any optimization out of c++. Time much better spent elsewhere.