How to calculate next transform location based off distance?

Your usage doesn’t look much different from mine. Can’t understand why my performance is so bad. Even shooting 500 projectiles tanks from 100 FPS to 60ish. I think I’m doing something wrong in a loop somewhere. Maybe the loop that shoots the projectiles and not so much the loop that moves them.

As for the continue in BP that’s basically what my Branch checking return value is doing.

I think instead of doing a loop in my Shoot Projectile screenshot I can just flat out insert X number of rows into the array then move on to my delay for cooldown, but doubt that’ll do much since it’s just a basic For loop. That loop is probably what’s causing some bonkery.

Ok, moved the locations behavior out of the initial for loop. Also replaced the Transform with a struct that’s just location and direction. Helps a little, but still having pretty bad performance when shooting 500+ projectiles at once (maybe that’s the problem? they’re all at once).