November 27th, 2020
Jace Talk: UProperty refactored to be FProperty
https://www.youtube.com/watch?v=0kmDHBWf640&t=296
Suggested Wiki Refrence Code
Topics
Transcription
Jace
Cool.
Next thing is a pretty technical one.
For those who know Unreal Engine 4, this will make some sense, I guess.
But I'll also talk about the implications of what that means for everyone.
And that is UProperty has been refactored to FProperty.
What this means is that everything that was tagged as UProperty before came with the overhead of being an object when maybe it didn't need to be.
This essentially means that things that were U properties before will be smaller because it contains less information.
They won't necessarily be considered an object and they won't be counted to the object list, meaning iterating over objects as the game plays or whatever.
And this also means if there's less objects, that means the build limit that people have
run into, which is the... it's not a build limit, but it's an object limit.
The object limit doesn't change, but the number of objects in the game will reduce, meaning you can build more.
So essentially, what this means is we will go through and do the refactor, and that means you can build more objects and an overall performance improvement.
Now this next one's really cool and I've tried to explain this and it's super hard to explain.