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Event tick on branch, processing useage

I’m using a branch in player controller in event tick that’s monitoring what the default pawn is.

I’m wondering what overhead this creates.

In general if and event tick us running it’d be checking every frame for a true false.

Is this minimal to be concerned with?

This isolated check should not be considered expensive. I`d recommend you to see the impact on the frame time using “stat unit”.

Avoid stacking too many casts and loops inside the tick and it should be good.

You could have tens(hundreds?) of thousands of branches on tick and you’d probably be fine.