# Peroformance Issue about Saving Widget References in Game Instance

**URL:** <https://forums.unrealengine.com/t/peroformance-issue-about-saving-widget-references-in-game-instance/1595677>\
**Category:** Programming & Scripting\
**Tags:** gameinstance, unreal-engine, UI, Blueprint, question\
**Created:** [January 7, 2024, 6:27am UTC](https://forums.unrealengine.com/t/peroformance-issue-about-saving-widget-references-in-game-instance/1595677 "2024-01-07T06:27:07Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![xiao5\_five](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/xiao5_five/32/880822_2.png) [@xiao5\_five](https://forums.unrealengine.com/u/xiao5_five)\
**Post date:** [January 7, 2024, 6:27am UTC](https://forums.unrealengine.com/t/peroformance-issue-about-saving-widget-references-in-game-instance/1595677/1 "2024-01-07T06:27:07Z")

</div>

Hello guys, just curious about an issue.

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/9/d/a/9da73a2898b03286b4b672adacd404f073db2dbc.jpeg)

Due to some special conditions, I am trying to save multiple widgets as references inside a gameinstance with event init nodes connected. My concern is that will it cause trouble like performance issue, if i create multiple widget refs(10 or 15) in this way?

If there is better way to do the similar function, please give me some suggestion, Thank you guys.
