Possible to speed up component transforms?

You wouldn’t get much performance benefit just writing out the nodes in C++ to be honest (unless you’re doing a lot of these each frame, but even then the blueprint overhead isn’t going to be the main factor). The calculations that create the transforms might be faster in C++, but that’s hard to say without seeing what you’re doing.

Make sure you’re not calling Pure nodes too often, cache the results and use those. This is a common error in Blueprints.

Realistically start by trying to reduce the number of Scene Components that need a transform update. Combine some meshes if you can. I’ve seen a lot of cases where people add scene components to blueprints just to change the orientation of something (don’t do that you animals, fix your pivots!) - which just results in unnecessary transform updates.

As mentioned above, FScopedMovementUpdate can be useful if you’re potentially moving a parent component lot’s of times per-frame, which has child components attached (child transform updates are applied after the movement update struct is destructed)

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