Blueprint Tick Causing Performance Issues – Best Practice?

Hello everyone,

I’m currently working on a project in Unreal Engine 5 and I’m facing some performance issues related to Blueprint Tick.

Right now, I have several actors that use Event Tick to continuously check conditions (such as distance to the player, state changes, or simple logic updates). As my level gets more complex and the number of actors increases, I start to notice FPS drops, especially on lower-end hardware.

I would like to know:

  • What is the best practice to avoid heavy usage of Event Tick in Blueprints?

  • Should I replace Tick logic with Timers, Events, or Interfaces?

  • Are there recommended patterns for handling frequent checks without hurting performance?

  • Is using Tick acceptable if the logic is very lightweight, or should it always be avoided?

Any advice, examples, or documentation references would be greatly appreciated.
Thank you for your time and help!

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