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

I’m interested. Not everything is well documented and I’m surprised that c++ would be less performant so there is definitely something going on.
I don’t see anything especially odd in the code itself but why are you not marking the object pointers as UPROPERTY()? Could you try marking all properties of the UCLASS as UPROPERTY and do a rerun on the performance test?

Just a note, I see you are forward declaring UProceduralMeshComponent in the header, so you don’t have to include “ProceduralMeshComponent.h” in the header, you should put that in the .cpp file :). You can forward declare all your classes like that which saves compile time.