Hi there, I was wondering what is the best practice to use when dealing with the event graph on anim bps to perform actions.
I generally have a bunch of branches after a sequence node that I check “if bool, then execute this”… But I was wondering if binding to event dispatchers is a better option (performance). For example, when the character uses a skill, I could have a boolean variable “Using skill X” and check it in a branch node, or Call an event on a skill dispatcher that I could bind to a custom event inside my Anim Blueprint that triggers the skill animation.
Does having less branches on a tick helps performance-wise? Do these dispatchers affect in anyway networking? (Known bugs or something like that)
Thanks for the time!