Blueprint Event Tick Causes FPS Drop After a Few Minutes of Gameplay

Hello everyone,

I’m currently working on a project in Unreal Engine 5 and I’m experiencing a performance issue that I can’t fully understand.

In my level, I have several actors that use Event Tick in their Blueprints to update simple logic (mainly checking distances and updating variables). At the beginning, the game runs smoothly at around 90–120 FPS, but after playing for a few minutes, the FPS gradually drops to 30–40 FPS.

Here is what I’ve already checked and tried:

  • The logic inside Event Tick is relatively simple (no heavy loops or complex calculations).

  • I tested disabling some actors, and the performance improves slightly but the issue still exists.

  • Garbage Collection does not seem to be the main problem.

  • No obvious memory leak according to the profiler.

My questions are:

  1. Is using Event Tick on multiple actors a bad practice in this case?

  2. What are the recommended alternatives to Event Tick for frequently updated logic?

  3. Are there best practices or patterns to optimize Blueprint performance in situations like this?

Any advice, examples, or documentation links would be greatly appreciated.

Thank you for your time!