In general, I’ll conditionalize a block of code (gates are awesome for this) only if it’s running a Tick and there’s expensive stuff going on that only needs to happen occasionally. The performance gain/loss in your two cases is negligible.
Thanks for the answer. I guessed you would answer something like that. I’m a programmer so I understand your points but it’s just I’m a little nervous about performance when it comes to blueprints so I had to ask. I do know c++ so I will do most logic later on in code but blueprints is so good for rapid prototyping.
Thanks again. I will check out gate. Haven’t used those yet.
A gate is just like a flood gate might sound, you plug your water into the ‘Enter’, and then you can open and close the gate whenever you want, but water will only flow if there is water going to the gate, hopefully that makes sense.
Here’s a gate in action, part of my script to move a turn-based unit from one tile to another. You can just fire off events into them and it reduces the amount of execute lines sweeping across the screen. Also fantastic for button press/release events.