I come from a background of using C++ only, and by following their modern standards, I was taught to use direct list initialization instead of copy initialization as a best practice, due to the latter being less effective than other initialization forms for some heavy types.
However, since I’ve started delving into the use of C++ in Unreal Engine, I noticed that the majority, if not every sample of code I read, is using copy initialization. Since then, I’ve been doing the same to avoid any unpredictable problem. Is there a reason? Or am I simply overthinking this?