First of all I am using a Behavior Tree and as far as I am aware, these tick every frame under normal conditions. Will placing a sequencer with a left node timer task that returns false if tree cannot run work as a means to limit how often my behavior tree runs?
Secondly, does UE4 natively stagger Tick functions? Like lets say I spawned 200 pathing Agents at once. These would all start their tick functions at the same time resulting in a high CPU load. If the engine does not handle this, what are some methods to do this manually. I have some ideas but I’m not sure if they’re needed or even the best way to do it.