UE4 V.S. 100 Billion+ arithmetic calculation simulation

Partial blueprint is writing a method in C++ (using a UPROPERTY(BlueprintCallable) macro) and then calling it from BP as opposed to doing everything in C++. I cannot say if converting it to C++ would be an instant fix for the issue as I don’t know what is causing the slowdown but it will speed it up significantly. First thing I would suggest is moving everything out of tick that you can and instead, set a timer with a delay instead.

  1. You should never use a delay in C++ to stop an infinite loop, if you are then something is wrong with the code
  2. You won’t know until you try but once you step into the C++ world, stackoverflow will be your friend.
  3. They exist but aren’t cheap; I would recommend using the forums to ask questions (or stackoverflow)