No. The expense is from what is being called, not the delegate.
To profile and fix the things that are slow in the profile. Other than that no one’s going to be able to say because only you understand the kinds of things you’re going to try to extend this way.
You can derive from UTickableWorldSubsystem
or you can replicate that one using FTickableGameObject
to make any subsystem tickable. Then you give it some functions to add and remove an Actor from a collection and you do the work on tick. Whatever code is deciding to add or remove from those delegates would instead add or remove from the subsystem. You do lose your pre/post tick behavior, but that’s probably better handled through the other tools available for tick ordering like tick groups.