I started working on a Daggerfall style game recently using paper 2D sprites for assets, characters, trees, set dressing, etc. and have discovered I need to figure out some better optimization, currently I have a blueprint with a paper 2d sprite of a tree, I have code running on the event tick so it calculates the player’s camera location and rotation so it’s always facing the player, then I put about 25 trees in a level to test it all out and realized my fps was already getting pretty tanked, which I’m assuming is because like 25 instances of a blueprint’s event tick constantly calculating, so clearly I need to figure out a better way for the sprites to face the player.
Initially I tried using a billboard in the blueprint which seemed to work, except when I panned the player camera up and down, the sprite also rotated the same way and I saw some line of code to apparently fix that but it never ended up working.
Does anyone know of a better way to optimize the 2D sprites to be constantly facing the player?