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To have the SDK accessible through blueprints we're relying on UObjects. This does come at a performance cost (depending on SDK usage).
Right now, even if you were not to use blueprints, technically you still have to deal with that.
The text was updated successfully, but these errors were encountered:
To have the SDK accessible through blueprints we're relying on
UObjects
. This does come at a performance cost (depending on SDK usage).Right now, even if you were not to use blueprints, technically you still have to deal with that.
The text was updated successfully, but these errors were encountered: