I’ve been developing with Unreal for a long time, and one feature I enjoy using is Blueprint Interfaces. However, I ran into a curiosity I can’t find an answer for.
I’m wondering if, before telling an object to call an interface function on itself, whether or not I absolutely must check whether or not it has that interface. Now, I know my short answer: no. At least, it appears that when I do not check first and still call the function, I get no errors; the object in question simply doesn’t execute anything, because it does not implement the interface in question. But because I have simply always done this practice, I’m wondering if it’s really a decent “best practice” that I’ve brainwashed myself into tediously doing, or if I’m wasting my time.
Is there any trouble in the backend, or any trouble that I could encounter down the line, from abandoning these constant conditional checks?