Yes, BP is slower in general but for some projects you won’t even notice the difference in performance and it would be a user friendly feature if the system would work without having to touch C++.
Sounds good I’m not sure where I read about uncompleted features / the system’s current state but as far as I remember, there were some unfinished parts
Just curious about it
I’m just interested how the system would handle those situations and how the workflow would look like. Let’s say you want to double the attack speed of all enemies for 30 seconds. Even for the ones that have not actually spawned when the ability was used. When they spawn, they should be affected by the buff. So I wonder about the correct way to add such a feature to a game with the system.
I’m really hoping there will be a better documentation about the system soon, because I think it’s extremely powerful and well designed.
Best regards,
Daniel