development is even slower than code with all those search drag drop design connect comment etc stuffs
If it's easier to you to work with C++ only you can do it and it's completely fine. Exceptions are UI code, AnimBlueprint code, and probably the code related to high-level AI. These are very tedious to do in C++. I usually create a class in C++ and then a class in Blueprints inherited from it to bind data and tweak values.
is there any hint to see that where bp hits performance of the game? my main concern is that otherwise some stuffs in bp are verry helpfull
There's some console command stat or stats if I recall correctly that shows where the frame time goes. Also probably Unreal Insights can show what code takes the most time
If you have a lot of code in Blueprints and it takes too much frame time you can consider using blueprint nativization, it has its own limits, basically you can't use some BP features with it (mainly some new features that are not yet supported for nativization). We used it on one mobile project and it was a big win for performance. But for desktop it may be not that big difference I guess.
it produces a very ugly code but i thought about it to convert all blueprints before final shipping compilation. don't know if there is any bad behaviour in it or not
If you know that you will use it it's better to start early, because you may use some code that can't be nativized. As for readability, this generated code doesn't meant to be read (well, sometimes when hitting some difficult to trace bug that reproduces only with nativization you may have to do that, but that's super rare).
so it just returns error on some blueprints?
It fails a build with some errors, I don't remember exactly at what step but it's not always clear that the problem is in nativization. So if it's being enabled at late steps of the development it can be a pain to investigate why it doesn't work.
Well, people say UE5 deprecates and removes nativization :)
may somebody fork it and continue better
It would be a lot of work and digging into the engine to support it, so I guess it's unlikely
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