Hello
What is the overhead of exposing a native struct to blueprint as USTRUCT, for usage in c++?
For example, if I have:
struct FMyStruct
{
float Val;
}
TArray<FMyStruct> myStructs;
for (auto& it : myStructs)
{
//it.Val = ...
}
would I be correct to assume that the code would perform identically whether FMyStruct was tagged USTRUCT and Val was tagged UPROPERTY or not?