🔧 Blueprint Best Practices

Essential guidelines for clean, performant, maintainable blueprints

1. Naming Conventions

Consistent naming makes blueprints readable and maintainable.

✓ DO:
  • BP_PlayerCharacter
  • WBP_MainMenu
  • f_CalculateDamage
  • b_IsPlayerAlive
  • v_MaxHealth
✗ DON'T:
  • player (ambiguous)
  • Thing1 (meaningless)
  • var (no context)
  • NewBlueprint (generic)
💡 Prefixes: BP_ (Blueprint), WBP_ (Widget), f_ (function), b_ (boolean), v_ (variable), E_ (enum), S_ (struct), M_ (material), T_ (texture)

2. Organization & Structure

Well-organized blueprints are easier to debug and maintain.

3. Performance Optimization

Small optimizations add up to significant performance gains.

✓ DO:
  • Cache component references
  • Use Timers instead of Tick
  • Disable Tick when not needed
  • Use Event Dispatchers
  • Pool frequently spawned actors
✗ DON'T:
  • GetComponent every frame
  • GetAllActorsOfClass in Tick
  • Spawn/Destroy every frame
  • Complex math in Tick
  • String operations in loops

4. Variable Management

Proper variable scope and access control prevents bugs.

5. Function Design

Good functions are reusable, testable, and single-purpose.

✓ DO:
  • Single responsibility
  • Pure functions when possible
  • Return values over output params
  • Clear input/output names
  • Document with tooltips
✗ DON'T:
  • Functions that do too much
  • 10+ input parameters
  • Modify global state unexpectedly
  • Side effects in getters

6. Event Handling

Use the right event system for the job.

7. Error Handling

Handle failure cases gracefully to prevent crashes.

  • Validate References: Check IsValid before using actor references
  • Array Bounds: Check array length before accessing indices
  • Divide by Zero: Check denominators before division
  • Log Warnings: Use Print String or Log for debugging
  • Fail Gracefully: Return default values instead of crashing

8. Multiplayer Considerations

Design for multiplayer from the start, even if not needed yet.

9. Debugging Practices

Make debugging easier for your future self.

10. Common Anti-Patterns to Avoid

These patterns lead to bugs and performance issues.

  • God Objects: One blueprint that does everything
  • Circular Dependencies: BP_A references BP_B which references BP_A
  • Magic Numbers: Use named constants instead of raw numbers
  • Global State Abuse: Minimize GameInstance/GameState usage
  • Copy-Paste Code: Make it a function instead
  • Premature Optimization: Profile first, then optimize

📚 Quick Reference Checklist

Before committing any blueprint:

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