I've been using this engine for years and about to release an alpha version of my game to testers. I'm in the process of optimizing some code and I was wondering if there's any best practices or performance benefits to storing un-needed information in a separate blueprint.
For instance, this is an FPS game and there are a LOT of variables, and functions. The event graph is massive, filled with tons and tons of nodes. My question is, does it matter that all this code is in the same blueprint? Should I be storing some of this code in other blueprints to be called when needed?
I know that it's very possible to store most if not all of the variables and functions in other blueprints. But this is my first game and don't know if it's something that I should be concerned about. It does seem a little absurd to have such a massive blueprint for the character instead of a few smaller ones.
asked Jan 04 '19 at 11:35 PM in Blueprint Scripting
The compiling process already optimize your blueprints.
answered Jan 05 '19 at 11:04 AM
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