I have read conflicting information about using bindings for UI widgets. Some people say the engine updates every binding every tick (thus maybe causing a performance issue). Other people say bindings only update when the underlying value changed (how is that cheaper to monitor I dont know?)
In my case for example I want to bind 16 image widgets to represent 16 “buffs or afflictions” on the player.
The buffs and afflictions are stored in an array so I bound the visibility property of each image to a short blueprint that checks if that index of the array is valid (exists). I also bind each image to the “icon” element of the matching index of the array (if exists).
So great it works fine, but has me wondering if there’s a lot of wasted processing going on under the hood with this arrangement?
Am I better off to use an event driven system to show and hide the icons?