Performance impact when create a child Blueprint from a C++ Class

Guys i suppose this question is quite common. But please indulge me.

How much performance impact will i have if i create a child blueprint off a c++ class and just alter values and make no code at all?(Example CameraSpringArm Size, Box Collision Scale and other variables)

Performance impact only happens when there is actual code running in blueprints and not that the class is a blueprint correct?

I appreciate you patience with newcomers.

Hi… Welcome!

I am no expert…but… let’s say you have a THIRD PERSON TEMPLATE created in C++ and you create a BP (child class) from that… The function for movement, jumping, etc. will be done in C++ NOT in the BP. But, if you want to add functionality or maybe a new skele mesh you could do that in the editor / blueprints. So… The parts that are in C++ should run at C++ speed and the extended functionality that you decide to put into BP should run in BP type speeds… which, right now is certainly slower.

Hope this helps.

teak

A class BP which only changes class defaults uses a faster code path than BPs with actual logic in them. It came up in a thread where someone was requesting something similar to the archetype system in UE3.

teak, if the best way to work is using base functionality in c++ and offer the blueprints for designers to use it to build the game. When the designers finish everything, they pass it back to devs for them to hard code the rest?