Global Variables for every Blueprint scripts?

PerfTest.rar (138.1 KB)

Hi! Sure. Here is the project. Its for 4.26
Cheers

Dany

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Thanks a lot :slight_smile: Have tested it, and … Unreal never fails to confuse me :rofl:

I always thought, running the game as standalone without the editor was more performant , but those numbers… i don´t know, they look weird ^.^

Aye, so my own experiment wasn´t to far off from your used method. In my test, the player would trigger an event, which would send his coordinates via dispatcher to all listening actors, those then would check, if they are in range, and if so, then they trigger an event, that starts their own main code, to do, whatever they were supposed to do.
So instead of running their code every 50th or so time, they would only run their code, if they are close enough to the received coordinates.

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Yes checking if they are close enough is first part of my code, it runs every 50th call. :smiley:

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