I was watching a video about soft object references and why they are useful in unreal: Demystifying Soft Object References | Inside Unreal - YouTube.
At the 53:27 mark, one of the developers was asked if there will be any performance penalty when using soft object reference for an object that was already loaded in memory, and the developer responded by saying that nothing will be lost as async loading will just complete immediately.
My question: Is there a reason why I can’t simply use soft object reference for every single blueprint reference I need in my game. If I understand correctly, it sounds like the only disadvantage for using soft object references is that you need to remember to load them and cast them if they aren’t loaded. But other than that, they seem to be working perfectly with any object, and it gives you control over when to load objects into memory.
Or is there a problem I’m not seeing if I decide to switch all of my references to soft.