I have a 20+ UserWidgets, and I want to change the opacity and visibility from C++, every frame (currently it’s done in pure BP, and it’s a performance bottleneck).
I figure I have three options, all using C++:
a) Pass pointers to the UserWidgets to C++, save those and directly call MyUserWidget->SetColorAndOpacity() in C++
b) Add and expose a FLinearColor property in my C++, tell my UserWidget to Bind to that.
c) Add and expose a FLinearColor-returning BlueprintPure function in my C++, tell my UserWidget to Bind to that.
I’ve seen that Binding and using functions in Blueprints can be Really Slow. What about binding to functions written in C++, or C++ properties?
Does anyone know the relative performance between these three?