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Blueprint Validator

An opinionated set of validation for UBlueprints.

IsEmptyTick​

The hidden performance killer, the empty tick. This function of the UNBlueprintValidator evaluates a UBlueprint for any Tick events that are not disabled, and have no actual logic following them.

Empty Tick

Severity​

By default, the severity of this validation is set to Error due to its direct performance impact and relative ease of resolution. Should you wish to change the level (or disable) of this validation, it can be found in the project-wide in Editor Preferences > NEXUX > Fixers > Blueprint: Empty Tick

Empty Tick Severity

IsMultiPinPureNode​

One of the older traps of development is accessing properties, and the hidden cost of accessing the output value. Often, developers will not evaluate the underlying backing of the property and reason whether that property should be cached locally in that frame instead of accessing it repeatedly. This problem gets exacerbated by the multi-pin pure node accessing that can happen with a UBlueprint.

This function of the UNBlueprintValidator looks for occurances where this occurs.

tip

@reapazor wrote a blog post explaining why this is an important validator to pay attention too, and how to easily solve the raised concerns.

Severity​

Multi-Pin Pure Node Severity

By default, the severity of this validation is set to Warning, as it will not break your project, and resolving it requires some cognitive load.

info

Anecdotally, we have heard of developers getting actual FPS boosts from refactoring their UBlueprints with this knowledge in hand.