Runtime Retargeting Performance

Hi friends,
I am just wondering if anyone has measured if there is any observable performance hit of using the new Runtime (Realtime) Retargeting feature in UE-5.1.
I have seen numerous tutorials all over the net moving away from the old process of retargeting Animation Blueprints for playable characters or even deleting and reassigning skeletons and moving to “compatible” skeletons and using pose retargeting in the Animation Blueprint.
I am keen to use this feature for my thirdperson controller so I can minimise work of multiple characters, but I have serious concerns it is all smoke and mirrors and there is significant performance impacts of using these methods.

Long story short(er), has anyone measured the impact of using the “new” methods that are out there? I really like the new method so am hoping the impact is very minimal (I expect some of course for convienience).

Thanks everyone :slight_smile: