Managing Blueprint Widget UI

Im making a UI mostly on widget blueprints (a main menu), I also have some CPP that gets or sets some values, and the game mechanics are mostly based on C++, very little BP.

My question is that how bad is having hundreds of blueprint widget elements (and events for them to control a button or some other small functionality) for the performance? Would there be any difference if I made those widget elements in C++? (Because its way faster and convenient to design in BP).

Im talking about elements like, sizebox, horizontalbox, verticalbox, text, button etc etc. :smiley:

And “Nativize”-ing a blueprint helps with performance?

I’m not sure how you’d even manage to fit hundreds of elements on screen- at that point it might just be easier to use a material, but if it’s just for a main menu it’s probably fine. There’s no gameplay in a main menu, so it’s okay if it’s not perfectly efficient.

You might be able to squeeze out a little tiny bit of performance by using CPP, but the widgets probably wouldn’t benefit much. Designing UI in CPP is a nightmare that really isn’t worth your time.

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well, I have one “main menu” blueprint that has widget switchers that switches to other screens but are still in the same blueprint. I just have tons of horizontal and vertical boxes to make the UI responsive, and overlays to add background image/color.

And im not even done with the whole UI, just half through one section.

Yeah, thats why I asked, because I know that its better to do most of the stuff in CPP but this would be really a nightmare to do.

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