How efficient is this algorithm?

I’m a bit obsessed with efficiency

  • use blueprints
  • be efficient

You get to choose only one. Can’t have both. :expressionless:

From my experience efficiency is getting something working first - that’s you being efficient. Refactor later - that’s making your code (a wee bit more) efficient. There’s no need to optimise something that is not there.

Also: Testing and Optimizing Your Content | Unreal Engine 5.3 Documentation

I don’t want the game to go smooth but
in a menu there is a drop in fps. It
would be a bit embarrassing.

I’m not sure I follow. Are you saying that this one function has a bigger performance hit than the actual game? Why - are you doing some heavy async lifting while paused?