BlueprintScribeDemo Blueprints

C++ migration

Which Blueprints carry the load: per-frame work, loops, math, size and how many assets depend on them. Move the top of the list to C++ first; keep the rest in Blueprint. The notes say what to fix before an engine upgrade.

1
Strong C++ candidates
2
Consider C++
2
With upgrade notes
14
Complexity (average)
AssetC++ scoreVerdictComplexityWhy
BP_Turret Actor61Strong C++ candidate23
  • 2 loops run every frame inside Event Tick.
  • Event Tick runs 12 nodes every frame; a C++ Tick, a timer or an event costs far less.
  • 18 math nodes: tight math runs many times faster in C++.
BP_Spaghetti Actor38Consider C++76
  • Large: 322 nodes. Code of this size is easier to review, diff and merge in C++.
  • Very complex (76 of 100): long chains and big graphs are hard to follow and change as nodes.
BP_Door Actor34Consider C++30
  • Event Tick runs 24 nodes every frame; a C++ Tick, a timer or an event costs far less.
  • 1 deprecated node: replace it before the next engine upgrade.
  • Compiles with warnings: today's warnings are often the next version's errors.
AC_Health Component0Fine in Blueprint3-
BP_Broken Actor0Fine in Blueprint2
  • Does not compile: fix the errors first, an upgrade only adds new ones.
BP_InteractiveBase Actor0Fine in Blueprint2-
BPFL_DoorMath Function Library0Fine in Blueprint2-
BPML_Flow Macro Library0Fine in Blueprint2-
WBP_HUD Widget0Fine in Blueprint2-
ABP_Cube Animation0Fine in Blueprint1-