Unreal Engine Blueprints Constantly Freezing

So I have a rather “Decent” PC, consisting of a RTX 2060, I3 12400F and 16GB of ram. Normally it should be fine with a software such as Unreal Engine (Version 5.5), but it’s constantly freezing whenever I try to do something in any blueprints. And it started to get to my nerves and demoralise me a lot. And it’s only for the blueprints, I can surf through my viewport like nothing and I even opened the fps from the console and it’s 120FPS everytime unless I’m not in blueprints. And I figured out that I don’t even have to do a change in blueprints, even hovering on nodes can create a frustrating freeze for a moment. And right now it’s so distubingly bad for me that I can’t even focus on my project. So please do help me if you have any fix suggestions.
And to provide furter information:
All of my drivers are up to date.
I tried a fix that said “Turn off some of the windows performance options” but it didn’t work.
I got real time complier off from editor preferences.
And my system usages are okay. It utilizes %53 of my ram at maximum.
Yet I still encounter this annoying issiue.
Any help is much apprecieted.

How much drive space is free? You need 40% on primary OS drive and at least 30% on project/engine drive.

Sounds very similar to an issue from another thread, if would be worth a shot to test their solutions for your scenario:

  • Set “Asset Editor Open Location” to “Main Window” in Editor Preferences.
  • Change the Default RHI in Project Settings → Platform → Windows to be something other than DX12, DX11 appears to work.
  • Alternatively, open a new project using UE 5.4.4, and check if the issue is present there as well

I have 500GB M2 SSD and right now more than half of it (274GB) is free.

I’ve tried the first 2 options and unfortunately nothing changed :frowning: It still lags.

Blueprints are quite power hungry…
Hundred+ nodes/variables/functions are already a lot for one blueprint.
In addition, a change often causes “indexing” when other objects using this blueprint are affected. If there are many such dependencies, the problem gets worse.

You need to split the code into separate blueprints (auxiliary objects/components/child classes).

If you “properly” build logic, then the performance problem rarely arises. But if you do everything in one level blueprint, or pawn - in this case, your problem is not in the performance itself…

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