Have a coding architecture challenge.
I have several thousand instanced static mesh characters whose ‘state’ I need to change at runtime.
I was thinking that EventDispatcher makes the most sense because of the 1 to many relationship. However my understanding is that ‘bind’ comes at a slight cost since it happens every tick.
If you have 1000’s of actors all binding to the same event will there be a siginficant performance penalty?
And if so, what is the best alternative?