[Gear VR] C++ vs Blueprints "dilemma"
Why is there a notion that BP would bog down performance in Gear VR and that C++ is the only way UE4 could exist on Gear VR ?
Like I mentioned in my other posts, running a project without a single BP in it vs running same project with BP in it makes no different in performance (fps and ms are identical).
I understand that computation heavy tasks would indeed bog down performance, but having most of lightweight task in BP shouldn't even affect performance. And with BP>C++ compiler in 4.11 even tasks requiring math shouldn't even be a problem.
At least Epic never said anything about that C++ is the only way UE4 will perform well on Gear VR.
Like I mentioned in my other posts, running a project without a single BP in it vs running same project with BP in it makes no different in performance (fps and ms are identical).
I understand that computation heavy tasks would indeed bog down performance, but having most of lightweight task in BP shouldn't even affect performance. And with BP>C++ compiler in 4.11 even tasks requiring math shouldn't even be a problem.
At least Epic never said anything about that C++ is the only way UE4 will perform well on Gear VR.
