Low-end devices optimizations

But what exactly is so heavy? Obviously there is overhead if you use actor classes that have network prebuild, but after you initialized the objects, Unreal compared to Unity is using pass by reference with these actor classes, so reading/ writing shouldn’t be heavy at all when talking about the Gamethread. I also thought the renderer for mobile works different, also textures etc. are packed differently. Does anyone here with great knowledge can exactly say why Unreal is soooo heavy? I’m really curious about some facts <3.