Jamsh, thanks for the advice!
I have to check out the thing you say about ‘Pure’ BP functions as I wasn’t aware of that distinction. Very useful to know that your example there gets called twice as I’m sure I do quite a lot of that. It’s just so annoying to having to add more variables to the global Event Graph, I suppose I can make a function but now I’m probably converting to c++ anyway.
Here is an example of a ‘transform’ that is ‘slow’ it gives me two times ~0.15ms which is slow for me as I’m doing vr and need to pack it all into 11ms. This is in Tick and so executed 90 times a second.
I have given up on the Nativizer it doesn’t work for me since I added Gamesparks and have lost enough time trying to get it to work. I’ll just spend the time converting to code instead it seems a more sure and future proof bet.
EDIT: Oh and I’ll definitely look into the ‘FScopedMovementUpdate’ thing as well as that sounds very relevant. Many of my setups like these are VR/Motion controlled character animation rigs so I am calculating different things in sometimes fairly complicated hierarchies to make it all work.
Cheers,