Blueprint Optimization: possible to disable unneeded blueprint nodes/networks?

So I have a fairly large setup of blueprint nodes that set up a multiplayer game, and when the player limit is reached, the game starts. So after the game starts, this setup is not useful and might waste resources. Is it possible to deactivate it somehow? or do I have a wrong idea about this?

i think you have a wrong idea about it. i doubt that your code is big enough to have an effect on your performance. if its not used it wont affect it anyways.

But what if some part of that code is connected to something like Event Tick. Wouldnt it keep running?

You can look at this.


if its event ticking, but you only need your code for the beginning of the game, you should rethink your code logic. btw you can turn off ticks or just use timers instead.