Which is the better way to add components in a C++ Project in Unreal

In an UE C++ project, when I add components to a class, is it better (Optimization, speed etc.) to add them in Blueprints or in C++?

There is no need to think about speed in this case. It is more about architecture and speed of iteration.

When you add a component in C++ that’s it. You are not able to do that much in terms of attachments or removal later down the road in editor. So C++ is more of a “set in stone” approach needing recompilation of project.

If you do this in BP it is slightly more convenient to adjust things, so a rule of a thumb here is (as I bet you’ve heard more than once by now) use BPs for prototyping first and when things will start to make sense, you can move some of the functionality to C++.

1 Like

Thanks. I have an actual problem and will post new question shortly.