Is there any performance difference between child classes and their parent classes? I.e. if I spawned 20 actors of the exact same parent class, versus spawning 20 actors that were all children of one class. Thanks!
By child actor I assume you mean as a child actor component?
I think it would help if you gave a more detailed description of what you’re trying to do since when it comes to performance there are a lot of factors to consider. I believe in general it’s recommended to minimize the number of components on an actor as there’s a processing cost associated with each. And for your case if both spawning as actor or child actor logically works, then what’s the need to spawn as a child actor if parenting is not necessary?
No not a child actor component, I meant a child class. If you make an actor blueprint, you can then right click on it to make a child class. I was wondering if those child actors performed equally, better, or worse than their parent classes.
I’m not familiar with the details of the virtual machine in which blueprints are run, although I’m fairly confident that the performance difference between spawning a blueprint actor or a child actor that derives from it are either minuscule or non-existent (which is the case for C++). So feel free to use either based on what works best for you. Nonetheless, it’s definitely a good idea to be aware of Epic’s best practices and guidelines for blueprint and art assets. Hope that answers your question.
@Colugo Please accept an answer if this answers your question so that it’s marked as resolved for future reference. Thanks
Thank you, that answers my question well! If anyone else has anything else to add, feel free.