Custom Tick rate/Game optimization

hello ,

20 times a second, may or may not be a bit fast for your game. There is no answer that anyone else can give you. For no one else but you knows your expectations in terms of what is good and bad performance. No one else knows what you wish to do per tick? Is it just a few blueprints nodes being kicked in? or are you going to have 100 different objects that you wish to act upon. So yes, changing from 20 times a second to 10 times a second, can make a large difference, if you are doing a lot per tick.

How to do it? I doubt i’m the person to ask, because I have always just used one Tick call, and whether it was blueprints, or C++ I kept my own lists of actions to perform, then sorted them by the number of milliseconds into the future they should execute, and handled all of that processing myself. So I just needed UE4 engine to call on the tick, and nothing else.

But when speaking of performance, always examine the algorithms you are using do they inherently give good performance over a wide range of conditions. You would never use a bubble sort, if you knew you were sorting 5000 objects. Yet, I have coded up a bubble sort in blueprints, when I KNEW, that the max would be about 10 objects.
It cannot be stressed enough though, the performance comes from the algorithm selection. Algorithms that perform badly in a certain situation, well they just perform badly, and that’s it.

Hope this helps,