BPVM Snack Pack #18 - Why Blueprint is Slower: The Performance Truth | ebp BPVM Snack Pack #18 - Why Blueprint is Slower: The Performance Truth | ebp BPVM Snack Pack #18 - Why Blueprint is Slower: The Performance Truth | ebp
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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.

BPVM Snack Pack #18 - Why Blueprint is Slower: The Performance Truth

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!


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This post is licensed under CC BY 4.0 by the author.