Blueprint organization and C++ Nativization

Hi everyone!

Just a question of organization today. I saw lots of different point of view regarding blueprints and was wondering if I could get the opinion of some veterans.

I’m working on a TPS and I created a BP_Player that contains all the movement and action inputs as well as the regular life, stamina, xp and inventory stuff. I also made an active camera function right in this blueprint that is referencing the main camera blueprint (not sure how I named it).

My question is: would the BP_player get too expensive on the long run? Should I refactor my blueprints to have the BP_Player_Controller to hold the inputs and the camera blueprint to hold the active camera stuff?

I got mitigated answers searching the internet. Some people say its better, some say it would just be a cleaner way to work and some people do it just like I did.

Second question: After prototyping, should I nativize my blueprints to C++ to make the game less expensive? Also get mitigated answers on that one and was told by an Ubisoft employee that they don’t do it themselves.

  1. I think it doesn’t matter in project with one developer. Let it be as is.

  2. Package game with and without nativization, and check performance in both builds.

Thanks for the quick answer!