Is there any difference between Pure Cast and Impure Cast performance wise? Too many casting make the game thread goes high (a spider web perhaps), so a pure cast will do the same? or should I use BP Interface or Event Dispatcher. My main goal is to avoid Spider Web like object reference.
In blueprints I doubt there is any difference in performance between pure & impure casts. I would suggest using variables to store actors + objects after casting to avoid doing more.