Evil Button Holding System via Abusing Timelines

These exhibit identical behavior. Is there any reason I shouldn’t use the Evil one (the latter)? Allows you to disable tick, only takes three nodes, is immediately legible.

Each timeline node in an actor is a new component with its own tick.

Why not handle this directly with the input nodes?

Oh i see what you’re saying and I see how I made this unclear. The context wouldn’t be for a user button press, but for a button out in the level that needs to be approached, looked at, and then pressed for x amount of time.

That’s good to know though, that timeline components are additional tick components. If the timeline isn’t playing forward or backward (or active in any way) , does it still have the same cost of compute that an enabled but empty tick has?

If I’m not mistaken it disables tick when not playing.