'Place many actors in the world that move in ticks' vs 'Have one actor move multiple actors in ticks'

I want to place a bunch of actors on a map that move in one direction, to act as platforms for characters.
The platforms move up and down on a timeline, and move in one direction on a tick.
As a result, I end up with ‘as many’ actors as the platforms that turn ticks.

Is this a move? Would it be better to have one actor that moves them as a group instead of turning ticks on the platforms?
Since I’m already using a timeline, would it make sense to disable ticks?

Which way do you do it?

How about… None of the above :cowboy_hat_face:

Not saying there’s an issue necessarily, but since you were looking forward to improving it, you can as well use a timeline to move your actors instead of Event Tick.

You can start playing the timeline on Begin Play, and reverse it when it’s completed. And to have them go back when they encounter an obstacle, you can connect Event Hit (the simulation should generate hit events tho so enable that, and just an extra info, only that isn’t enough for the hit events to be generated but I assume the other aspects would be all set in your case) to a Flip Flop node and then connect it’s A and B pins to the Play and Reverse pins of our new TL (which to which depends on the intial movement direction)

timelines are just tick anyway, likely with more overhead.

the advantage of timelines is that you can independently start/stop them.

tick is only bad when used incorrectly, if something is constantly moving then its not incorrect.

1 tick vs many depends on the situation. if you have 100 actors 1 tick may be more efficient but if you have 1000 independent could be more efficient because it can spread the work across frames rather than moving them all on 1 frame.

in this situation i wouldnt worry about it, do what gets your game complete faster :smiley:

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Hey there @Baetong20! Depending on exactly how many platforms we’re talking the distinction between tick movement and timelines is minimal. Tick movement always has to evaluate whatever you’re using to gate it. Timelines are event based until active, then are also evaluating every tick when active. So either method is fine, unless you have a large (well over hundreds) amount of actors to move at control at once.

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