I watched one of the videos from Epic, cant remember wich one but i think it was one of their livestreams.
Anyhow i noticed that in that video they stated that “You should by all means try to avoid using event tick for gameplay stuff”.
That might not have been an exact quote but you get it. So my question is what should I be using instead?
I know that using even tick for gameplay stuff is bad, especially in a multiplayer setting. Just see the the following example:
Debugging your blueprint or code together with a print string node,
Sending a constant stream of information (which in some cases is needed)
In some situations you will meet Events that contain a Tick event within them like the Game Input Events, or the event which refreshes the Variables in Persona.
There are plenty of events to use, depending on the situation. For every object you can have Hit and Overlap events, you have events that fire when the game begins and ones that fire based on keyboard and mouse input. You can event make custom Events for very special situations.
The Tick event has only the risk of being performance demanding. The example you showed does not rally demonstrate the dangers of this event. To put it simply if you let it do a useless calculation every second you are simply wasting CPU power. There is no rick of it breaking your game so feel free to use it, but if you are making a game always think of the people with slower PC’s.