There are cases where it’s harder to use property access nodes and I’m trying to figure out if it’s worth the trouble.
For example, property access nodes themselves are still under the hood, taking the data on the game thread, and caching it.
So for something simple like velocity = characterMovement->getVelocity(), what’s the benefit of doing that in the threadsafe update using property access instead of just doing that in the regular non threadsafe blueprint update function? Is it really that much faster if property access is still caching it on the game thread earlier?
I’m also considering, should I mix regular update and threadsafe update? Like if I have a chance to put as much of my update code in the threadsafe update, but then if there’s like 1 thing that needs to go into the regular non threadsafe update, am I losing the benefits? Or are we supposed to mix them when we need to?
I have one function that takes a parameter, so it can’t be used in property access. And I’m trying to figure out, is it worth me adding a getter for that one specific thing that doesn’t take the parameter just so I can actually use property access or is it just doing the same thing underneath anyway even if I use property access, and I just added weird apis to my beautiful clean code?