BPVM Snack Pack #18 - Why Blueprint is Slower: The Performance Truth
Blueprint is slower than C++, but not for the reasons you might think. It's not the VM - it's the copying! Here's the real performance story.
The content in this post is based on Unreal Engine 5.6.0
BPVM Snack Pack - Quick Blueprint knowledge drops! Part of the Blueprint to Bytecode series.
The Performance Question
“Why is Blueprint slower than C++?”
Most answers you’ll hear are wrong. Let’s bust some myths!
Myth #1: “Interpreted Code is Slow”
Wrong! Blueprint isn’t interpreted - it’s compiled to bytecode.
The VM executes this bytecode very efficiently. A simple loop in Blueprint is nearly as fast as C++!
Myth #2: “Visual Scripting Has Overhead”
Wrong! The visual nodes disappear at compile time.
Running compiled Blueprint has zero visual overhead. Those nodes are just an editor representation!
The Real Culprit: Copying
Here’s the actual performance killer:
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// C++ (FAST)
void MyFunction(const FVector& Location) {
// Direct memory access, no copying
UseLocation(Location);
}
// Blueprint (SLOWER)
void MyFunction(FVector Location) {
// Step 1: Copy FVector to parameter stack (12 bytes)
memcpy(ParamBuffer, &Location, sizeof(FVector));
// Step 2: Execute function
// Step 3: Clean up stack
// Total: ~100 nanoseconds of copying overhead!
}
Every function call copies data!
The Copying Overhead
Let’s measure it:
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// C++ function call
MyFunc(Vector, Actor, String);
// Time: ~10 nanoseconds
// Blueprint function call
MyFunc(Vector, Actor, String);
// Time: ~50-100 nanoseconds
// Extra time = copying parameters!
Blueprint is 5-10x slower just from copying!
Stack Management Cost
The VM maintains a runtime stack:
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// C++ (compiled stack management)
void Call() {
int Local = 5; // Stack pointer adjusted at compile time
}
// Blueprint (runtime stack management)
void Call() {
// VM allocates stack space at runtime
uint8* Stack = AllocateStack(FunctionStackSize);
// VM manages locals
int* Local = (int*)(Stack + LocalOffset);
// VM cleans up
FreeStack(Stack);
}
Runtime stack management adds microseconds per call!
Type Checking Overhead
The VM does runtime type checking:
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// C++ (compile-time, zero cost)
AActor* MyActor = GetActor(); // Compiler validates type
// Blueprint (runtime cost)
AActor* MyActor = GetActor();
// VM checks: "Is this really an AActor*?"
if (!MyActor->IsA(AActor::StaticClass())) {
Error();
}
Safety has a small cost!
Reflection System Usage
Blueprint uses reflection for everything:
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// C++ (direct access)
float Health = Actor->Health; // Direct memory read
// Time: 1 nanosecond
// Blueprint (reflection)
FProperty* Prop = FindProperty("Health"); // Lookup!
float Health = Prop->GetFloatValue(Actor); // Indirect read!
// Time: 10-50 nanoseconds
Reflection is flexible but slower!
The Real Performance Numbers
Let’s benchmark common operations:
Variable Access:
- C++: 1-2 ns
- Blueprint: 5-10 ns
- Overhead: 5-10x
Function Call:
- C++: 5-10 ns
- Blueprint: 50-100 ns
- Overhead: 10x
Math Operations:
- C++: 1 ns
- Blueprint: 2-5 ns
- Overhead: 2-5x
When Blueprint is Fast Enough
The overhead is absolute time, not percentage:
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// Expensive operation (1 millisecond)
RenderComplexMesh();
// Adding Blueprint overhead (100 nanoseconds)
// Total: 1.0001 milliseconds
// Difference: 0.01% (unnoticeable!)
If your function does actual work, Blueprint overhead disappears!
When Blueprint Hurts
Tight loops are painful:
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// Blueprint (BAD!)
For i = 0 to 10000:
Result = Result + Array[i]
// 10,000 function calls × 100ns = 1 millisecond lost!
// C++ (GOOD)
for (int i = 0; i < 10000; i++) {
Result += Array[i];
}
// Direct memory access = microseconds, and modern compiler will optimize it directly to O(1) because we have a formula for the sum of an arithmetic series!
Hot paths matter: Functions called every frame “should” be C++! But it really depends on what’s actually been done in those functions.
The Optimization Strategy
Keep in Blueprint:
- High-level game logic
- Event handlers
- UI updates
- Infrequent operations
Move to C++:
- Tight loops
- Math-heavy algorithms
- Per-frame calculations
- Performance-critical paths
Nativization (RIP)
Unreal had Blueprint Nativization:
- Converted Blueprint to C++
- Compiled as native code
- Removed all overhead!
It was removed because:
- Hard to maintain
- Binary bloat
- Debugging difficulties
Hot reload was more valuable than nativization!
The Future: Verse
Epic’s new language Verse aims to solve this:
- Compile-time optimizations
- Zero-copy function calls
- Native performance
- Visual scripting benefits
Blueprint won’t go away, but Verse will handle performance-critical code!
Quick Takeaway
- Blueprint slowness comes from copying, not interpretation
- Every function call copies all parameters
- Runtime stack management adds overhead
- Reflection is flexible but slower than direct access
- Typical overhead: 5-10x for simple operations
- Overhead doesn’t matter for expensive operations
- Tight loops and hot paths should be C++
- Keep Blueprint for high-level logic
The Performance Trade-Off
Blueprint trades raw speed for:
- Visual editing
- Fast iteration
- Hot reload
- Designer-friendly
- Reflection capabilities
For most game logic, this trade-off is absolutely worth it. Only optimize to C++ when profiling shows it matters!
Want More Details?
For complete performance analysis:
Next: Creating your own custom Blueprint nodes!
🍿 BPVM Snack Pack Series
- ← #17: Function Calls in Bytecode
- #18: Why Blueprint is Slower ← You are here
- #19: Custom Blueprints →