Casting constructed class

Ist a class to call objective c Code for blueprint end Events. I scrambled the functinlibrary and insteat created a c++ ACTOR. Just disabled ticking and Event construct and placed it into my world. That way I can just call get all actors of class in my normal blueprint and call the avaent after casting “Inbfl”. It works fine but my concern is that an Actor might be taking computing power. Well without ticking this Actor just Acts as an “holder for all my functions”. Not very elegant. But still thanks for your effort