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C++ - BlueprintSpawnableComponent vs CreateDefaultSubobject Which is better?

i just started learning c++ for Unreal

now i came up with this situation: You have for example "MovementComponent" and you want place it as a component in your "Character" then i saw two ways of doing it

1) Create protected variable MovementComponent then set it in the constructor of the character like:

 MovementComponent= CreateDefaultSubobject<UMovementComponent>(FName("MovementComponent"));

So you use the method CreateDefaultSubobject

2) Add on the MovementComponent.h file inside the UCLASS() this:

 UCLASS(ClassGroup = (Custom), meta = (BlueprintSpawnableComponent))

And then just go to your character and click add component and you will find the Component.

Now i wondered which one is better qua performance and features One thing i know is with method 2 you also have is as a variable in your character blueprint

Edit: And with one should i use??

Product Version: UE 4.18
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asked May 08 '18 at 04:16 PM in C++ Programming

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