Overview
Blueprint, a powerful Unreal Engine (UE) feature, is widely used from beginners to professionals because it allows visual construction of game logic without programming knowledge. However, as projects grow larger, you may hit performance walls where "Blueprint is making the game slow."
This article explains the mechanism of "Nativize", which dramatically improves Blueprint performance, and how it changed in UE5. Additionally, we'll introduce practical best practices for improving Blueprint processing speed without relying on Nativize, with concrete code examples.
Blueprint Performance Challenges
Why Blueprint is Slower than C++
Blueprint is compiled to Bytecode and executed on the Blueprint VM (Virtual Machine). Unlike pure interpreter languages, there's overhead when each node executes—the VM interprets bytecode and calls corresponding C++ functions.
Blueprint May Be "Not as Slow as You Think"
Epic Games' official documentation "Debunking Best Practice Myths" explains that for many common game logic, the performance difference between Blueprint and C++ is not perceptible. When performance issues occur, rather than blindly converting to C++, profiling to identify actual bottlenecks before addressing them is important.
Especially when performing complex calculations or large amounts of processing executed every frame (like Tick events) in Blueprint, this overhead accumulates and leads to overall game frame rate drops.
What is Nativize?
Nativize was a feature in Unreal Engine 4 (UE4) packaging settings that automatically converted Blueprint assets in the project to C++ code.
This eliminated the interpretation overhead during Blueprint execution, executing as native C++ code, significantly improving performance especially for computation-heavy Blueprints.
| Feature | Blueprint (Normal) | Nativized Blueprint (UE4) | C++ |
|---|---|---|---|
| Execution Environment | Blueprint VM (Bytecode execution) | Native C++ code | Native C++ code |
| Performance | Low (has overhead) | High (close to C++) | Highest |
| Debugging | Easy | Can become difficult | Easy (using IDE) |
| Version Availability | All versions | UE4 (Deprecated in UE5) | All versions |
Nativize Notes (UE4)
UE4's Nativize was prone to build errors with complex Blueprints, and some projects were more stable without using it. Errors were particularly common with Circular References and Interface-related issues, so it's important to understand Nativize wasn't a silver bullet.
Nativize Deprecation in UE5
In Unreal Engine 5 (UE5), the Nativize feature has been completely deprecated.
Important Note for UE5 Users
The Nativize feature cannot be used in UE5. For Blueprint performance optimization in UE5, apply the best practices explained in this article (partial C++ migration, using Interfaces, Tick optimization, etc.) rather than relying on Nativize. UE5's Blueprint automatic optimization during Shipping Builds has improved, so with proper design, you can achieve sufficient performance without Nativize.
This is likely because improvements to UE5's compilation pipeline and strengthened Blueprint-C++ integration made Nativize's benefits relatively smaller.
However, in UE5.x, a feature to view Blueprint-generated header information (BP Header View) has been added. This is useful for Blueprint debugging and verifying type information when integrating with C++, and while it doesn't directly support code migration from Blueprint to C++, it helps understand Blueprint's internal structure.
Blueprint Optimization Techniques
Whether using UE5 or unable to use Nativize in UE4, the basic best practices for improving Blueprint performance remain the same.
Using C++ and Blueprint Appropriately
The foundation of performance optimization is migrating heavy processing to C++.
| Processing Content | Recommended Implementation Language | Reason |
|---|---|---|
| Frequent Calculations (loops, complex math) | C++ | No overhead, executes fast. |
Per-Frame Processing (Tick) | C++ | High execution frequency, avoid Blueprint overhead. |
| Game Logic (event handling, UI integration) | Blueprint | Rapid iteration, easy designer collaboration. |
| Data Structure Definition | C++ (UStruct) | Can use C++ type system, easy access from Blueprint. |
Code Example: Delegating Heavy Processing to C++
Instead of performing complex processing in Blueprint, implement it as a C++ function and call it from Blueprint.
C++ Side (AMyActor.h)
// Add UFUNCTION(BlueprintCallable) to make it callable from Blueprint
UFUNCTION(BlueprintCallable, Category = "Performance")
void CalculateComplexLogic(int32 InputValue, int32& OutputValue);
Blueprint Side
In Blueprint, avoid chains of complex nodes—instead just call the C++ implemented node.
graph TD
A[Event Tick] --> B(Calculate Complex Logic (C++))
B --> C[Set Output Variable]
Reducing Casting with Interfaces
Frequently performed Casts (Cast To...) in Blueprint add load as they perform type checking at runtime.
Especially avoid casting every frame in Event Tick etc. Using Blueprint Interfaces instead reduces type checking overhead and achieves more loosely coupled design.
Best Practices
- Create a Blueprint Interface and define necessary functions.
- Implement that Interface in the Blueprint of the Actor you want to communicate with.
- Send Messages (Interface Calls) to target Actors. No Casting required.
Sharing Functionality with Components
When multiple Blueprints have common behavior or data, rather than handling through inheritance, extracting as Actor Components is best practice.
- Benefits: Increased behavior reusability, individual Actor Blueprints become simpler.
- Performance: Components are only added to necessary Actors, preventing execution of unnecessary processing.
Common Mistakes and Solutions
| Area | Common Mistake (Bad Practice) | Best Practice (Good Practice) |
|---|---|---|
| Tick Events | Performing complex calculations or frequent processing in Event Tick. | Use Set Timer by Event or Delay nodes to delay/throttle processing. Migrate to C++ if heavy. |
| Loop Processing | Using For Loop or For Each Loop on arrays with large numbers of elements in Blueprint. | Perform loop processing within C++ implemented functions. |
| Variable Access | Frequently searching for Actors with Get All Actors Of Class node. | Get references once in Begin Play etc. and cache in variables. |
| UI (UMG) | Performing UI bindings (text updates, etc.) in Event Tick. | Use Event Dispatcher or Delegate to update UI only when data changes. |
Optimization Guidelines
Blueprint is a powerful tool for improving development speed, but it can also become a performance bottleneck.
- UE4 Users: Trying Nativize during packaging can easily improve performance. However, if errors occur, review Blueprint structure or consider migrating to C++.
- UE5 Users: Although Nativize is deprecated, by thoroughly applying basic best practices like appropriate C++/Blueprint separation, using Interfaces, and Component-based design, sufficient performance is achievable.
For Identifying Performance Issues
Profiling tools are essential for identifying Blueprint performance issues.
stat game: Check game thread processing timestat scripttime: Check Blueprint script execution time- Unreal Insights: Collect and analyze detailed profiling data
Rather than blindly optimizing, first identify actual bottlenecks through profiling.
Blueprint optimization improves not only speed but also project maintainability. Utilize these techniques for comfortable Unreal Engine development.