(39) 's Extra Blueprint Nodes for You as a Plugin, No C++ Required!

What I’d do if I had that intense of an operation would be to break it up into chunks of actions that I do per tick.

So use for loops instead of for each, and track the indicies

each tick, process, say 1000 loop iterations, keeping track with a BP-global variable for the current index.

your goal amount / for each for loop will be set at the beginning of the tick, to be current index + chunk size.

then you enter the for loop and iterate, and then, in BP, you will have to manually increment the current index by your chunk size at the end of the tick.

is easy to do if use for loop!

And if your chunk size is a variable, you can decide over what chunk size is best for performance!

I’d say start with 100-1000 range somewheres.

doesn’t your game completely stall when you run your iterations of in loops in 1 tick?

if you break it up can avoid stalling and have a progress bar of some kind showing current/total loop iterations!