Blueprint Pitfalls
Unreal Engine's (UE) Blueprint is a powerful tool that lets you visually build game logic without programming knowledge. However, this convenience can unknowingly lead to performance bottlenecks and poorly managed "spaghetti code."
This article targets beginners just starting with Unreal Engine through intermediate developers seeking cleaner, more efficient Blueprint code. We'll explain "10 common mistakes" in Blueprint with specific solutions (best practices), providing guidelines to make your project faster and more comfortable.
10 Common Blueprint Mistakes and Solutions
Here are common Blueprint mistakes and best practices to avoid them.
Mistake 1: Overusing Tick Events
Problem:
Event Tick executes every frame, so any heavy processing in Tick seriously impacts frame rate and overall game performance. Typical mistakes include performing unnecessary constant checks or complex calculations in Tick.
Solution (Best Practices):
- Use Timers: For processes that need to run at intervals, use
Set Timer by EventorSet Timer by Function Namenodes. - Event-Driven: Use Event Dispatchers, Interfaces, and Custom Events to execute only when needed, avoiding polling (constant monitoring).
- Move to C++: For truly necessary per-frame, performance-critical processing, consider implementing in C++.
Mistake 2: Improper Overuse of Cast Nodes
Problem:
Cast To nodes check if an object is a specific class and access class-specific features. The CPU load of Cast processing itself (pointer comparison) is very light, but the real problem is Hard Reference creation. When a Blueprint class is referenced through Cast, all assets it depends on (meshes, textures, animations, etc.) load into memory, causing increased startup time and memory bloat.
Solution (Best Practices):
- Use Blueprint Interfaces: Instead of knowing an object's specific class, call functions through Interfaces. Interfaces don't create Hard References and keep dependencies loosely coupled.
- Event Dispatchers: Design to just notify that a specific event occurred, without caring who receives it.
- Parent Class References: Implement common functionality in parent classes, with child classes only holding parent class references.
- Soft References: When class references are truly needed, use Soft Object References to load asynchronously, reducing startup load.
Mistake 3: Putting Complex Logic in One Graph (Spaghetti Nodes)
Problem: When dozens or hundreds of nodes connect within a single event or function, the graph becomes massive, readability plummets, and debugging or feature additions become difficult. This is called "spaghetti nodes."
Solution (Best Practices):
- Split into Functions/Macros: Divide processing into Functions or Macros by logical groupings. Reusable logic especially belongs in Macros or Function Libraries.
- Collapse Graph: Use
Collapse Graphto visually group nodes. This is for organization—splitting into Functions/Macros is more recommended. - Comments and Reroute Nodes: Add comments to clarify processing intent, and actively use
Reroute Nodesto improve wire visibility.
Mistake 4: Forgetting Variable Initialization and Null Reference Checks
Problem:
Using object reference variables without setting them causes game crashes or unexpected behavior. It's especially dangerous to use references obtained in BeginPlay without checking if they're valid in subsequent processing.
Solution (Best Practices):
- Use
IsValidNode: Always use theIsValidnode (orIs Validmacro) to check if references are valid before using them. - Initialize in
BeginPlay: Reliably obtain and initialize necessary references at game start (Event BeginPlay). - Variable Default Values: Set variable default values whenever possible.
Mistake 5: Frequent Use of Get All Actors Of Class
Problem:
Get All Actors Of Class searches all Actors of a specified class in the world. This is a very heavy operation that significantly degrades performance when used in Tick events or frequently executed processing.
Solution (Best Practices):
- Store References: Get necessary Actors once at game start or spawn time and store references in variables.
- Use Tags or Interfaces: To find specific Actors, use
Get All Actors With Tag, the more efficient Gameplay Tag system, or Interfaces. - Use Components: Narrow search scope by accessing specific Components rather than whole Actors.
Mistake 6: Not Understanding Pure vs Impure Nodes
Problem: Blueprint nodes include Impure nodes with execution pins (white arrows) and Pure nodes without execution pins. Pure nodes are recalculated every time their output pin is referenced. Not understanding this can waste performance by duplicating processing when referencing complex Pure nodes multiple times.
Solution (Best Practices):
- Convert to Impure Nodes: Store complex Pure node results in variables or convert to Functions with execution pins to calculate only once.
- Proper Pure Node Usage: Limit Pure nodes to processing without side effects and very low computation cost, like
Getnodes or simple math operations.
Mistake 7: Neglecting Proper Comments and Organization
Problem: Because Blueprint is visual, neglecting comments and organization turns it into undecipherable "code" weeks later—even to yourself. In team development, other developers can't understand your logic, stalling work.
Solution (Best Practices):
- Comment Boxes: Surround processing groups with
Comment Boxesand clearly describe their purpose. - Variable/Function Naming Conventions: Apply consistent naming conventions that clearly indicate roles (e.g.,
BPI_for Interface,Func_for Function). - Align Nodes: Align nodes neatly and minimize wire crossings.
Mistake 8: Not Storing References in Local Variables
Problem: In complex graphs, repeatedly trying to get the same object reference (e.g., player character reference) results in wire-filled graphs with reduced readability.
Solution (Best Practices):
- Use Local Variables: Store temporarily used references or calculation results in Local Variables within Functions or Macros. This reduces wire count and organizes graphs.
- References as Properties: Store frequently used references throughout an Actor as regular variables, setting them once in
BeginPlayetc.
Mistake 9: Improper Physics Operations
Problem:
Executing physics operations (Add Force, Set Physics Linear Velocity, etc.) every frame in Blueprint affects performance like Tick events. Also, physics operations are hard to debug and easily cause unintended behavior.
Solution (Best Practices):
- Use Character Movement Component: For player character movement, use the optimized Character Movement Component instead of custom physics.
- Execute Only When Needed: Limit physics operations to when events occur or during specific states, avoiding constant execution in Tick.
Mistake 10: Forgetting to Unbind Event Dispatchers
Problem:
Event Dispatchers are very useful for loosely coupled communication, but if an Actor is destroyed while still bound to an event, it can cause memory leaks or crashes.
Solution (Best Practices):
- Execute
Unbind Event: When a bound Actor is destroyed (e.g.,Event EndPlay), always use theUnbind Eventnode to unbind. - Appropriate
Bind Event to ...Location: Bind only once at the appropriate time in the Actor's lifecycle (usuallyEvent BeginPlay).
Key Points for Avoiding Mistakes
Blueprint is a powerful foundation for Unreal Engine development, but maximizing its power requires coding that emphasizes "cleanliness," "efficiency," and "loose coupling."
| Mistake | Solution (Best Practice) | Purpose |
|---|---|---|
| Tick Event Overuse | Switch to timers and event-driven | Performance improvement |
| Cast Node Overuse | Use Interfaces and Event Dispatchers | Loose coupling, flexibility |
| Spaghetti Nodes | Split into Functions/Macros, Collapse Graph | Readability, maintainability |
| Insufficient Null Reference Checks | Always check with IsValid node | Stability, crash prevention |
Frequent Get All Actors Of Class | Store references, use tags and Gameplay Tags | Performance improvement |
By practicing these best practices, your Blueprint will evolve to be faster and easier to manage. For more advanced logic or performance requirements, consider appropriate use of both Blueprint and C++.