Why Blueprint performance is so much higher than my C++ Script

Ok not sure what happened to the files on the first attempt, but they should be fixed now.

Ultimately this is purely for my own education, but the blueprint version of this grid allows you to lay down a grid of nearly any size with great performance. Then on top of that you build the selector for the grid for movement or object placement etc.

I am still very new Unreal and trying to understand how Blueprints relate to C++ in terms of performance and uses. I was able to mimic the blueprint in functionality but not in performance and I’m just curious why? Even though I’m using the same procedural mesh component and calculating vertices the same, why is the blueprint so much more performant.

For example if I don’t use UPROPERTY() it allows for things to be garbage collected at any time, but if I do use it then I don’t fully understand when the engine does it, especially as it relates to the onconstruction event. I’m not looking to solve a problem exactly as much as I am looking to understand the mechanics at play in this example if that makes sense.