Hi, I want to know more about how materials/blueprints are compiled/built and how much Unreal Engine optimizes them.
Let’s say I have a material with some nodes that aren’t connected to the Result node of the material. When I save the material and it’s compiled, is it going to remove these nodes that have no effect or are these nodes going to be processed anyway when the material is drawn? I have a custom material function with many outputs, but I don’t use some of them and I want to make sure that the processing of these useless outputs isn’t actually done after my material is compiled.
Is there a difference between regular materials, material instance constant and material instance dynamic?
Thanks.