More efficient way to have a vehicle's 'energy' recharge than by using Event Ticks

Hi

You can:
Reorganise all weapons, sensors, etc., blueprint if whey are long chains at the moment. For example: if you have some energy bar (aka fuel) you dont need to execute all that blueprint nodes chain which set energy value, read/set some bools, cast something to widgets, etc. So, if you energy bar are using some float+float mechanics (for automaticly restoring power) dont execute all that blueprint chain if energy allready 100% cause you really dont need to set “Enegry at 100 percent” every tick if player event doesnt move.
If player not in the car - dont execute **Event Tick **at all. If energy of, for example, weapon are full - dont execute **Event Tick **until player dont press MLB for shooting.

Also:
You can use **Retriggerable delay **as infinite loop which will “tick” each 5,20,50,n milliseconds whatewer you needed, which will cost less than Event tick. Retrig. Delay chains are also can be easilly closed, so whey will not executed at all until whey triggered again.
One problem with **Retriggerable delay **chains - thay are pretty messy to work with when you retrig it again by themselves :slight_smile: