Im curious how to do tick events but having a specific sequence disabled.
Right now im using branch to check if it can do the event. But the problem with this is that it is still checking every tick if it can do it.
One way i though of doing it, is to create a looping timeline and activating that, instead of setting the bool on a tick event.
Which would be more economical?
But if you are using a branch then surely the tick event is optomised already. From my understanding the tick event fires every tick whether you have something wired to it or not … with your boolean check you have already optomised it.
I stand under correction, but that is my understanding of the “Event Tick”.
Yeah i think its less resource intensive if you branch but im concerned about having it there. Because it checks the bool constantly.
Think i will rework some elements to use the looping timeline which can be activated or deactivated and works like a tick event.
Unfortunately i don’t use C++ yet. Perhaps in the near future.
Timelines are indeed ticked all the time (at least when they’re running they are), so looping a timeline instead won’t make any difference. If you want to, you can set TickEnabled to false. (It’s exposed to Blueprints now), then re-start the ticking when your event to change the bool happens. Honestly though, not checking a bool on tick isn’t going to give you any performance boost whatsoever!
Qdelpeche is also correct, the Tick Event technically still fires (in code) if you have Tick Enabled set to true anyway, regardless of whether you have anything attached to it! The only way to stop an actor ticking is to quite literally turn the ticking off.