A little curious here with event tick and the delay node. Will a delay node at 0.016 be better on performance compared to the event tick for a object following the character or would the event tick be better for performance? The only thing that the tick event would be used for is an object following the player and it’s size being adjusted. I don’t see any difference from using either or in the following and adjusting of the object.
The pin on the shadow tick is hit once on the beginning. Would love feed back about this.
Lumen and any lighting effects are not involved so there’s no need to worry about it.
Tick is the most efficient way to tick something, that’s why it exists
if its the only thing you ever plan to tick then you can SetTickEnabled as required. if you have multiple things that need to tick at different times then a timer is the way to go
The plane following the player can get bigger and smaller based off how high the player is off the ground and or if the player is moving around, this wont effect performance as much correct?
You can modify each actor (component) tick interval runtime. It is set in seconds so it functions as a looping timer.
Timers use the engine’s tick to check the time. It is equivalent to checking each tick if the current time is larger than the start time plus the timer’s duration.
In this sense a looping timer and a tick are pretty much equivalent. Timers might have bit of an overhead (mostly when creating them) but it shouldn’t be something that important… unless you create a lot of them constantly.