I know this might be a bit of a trivial concern.
But I am working with a SpectatorPawn(think RTS) and working on the camera. Everything is in C++.
In the SetupPlayerInputComponent, lets say I bind something to MoveForward. Example W and D for camera to slide forward/back.
InputComponent->BindAxis("MoveForward", this, &ARTSPlayerCameraSpectatorPawn::MoveForwardInput);
Now the question is,
I could fully resolve the movement in this function,
I could just alter some ‘move forward’ value, that then gets resolved in the Tick function.
Has the benefit of not needing a Tick function, but loses deltatime. Less clutter in Tick, potentially not needing to override and don’t need to be bCanEverTick
Has the benefit of a framerate smooth transition, because now I can use deltatime, however now I have to tick and whatnot.
They both have ups/downs depending upon if there are spikes/changes in the FrameRate. I have seen both approaches used in many places. What are your thoughts on why one is preferred?
I know there are a lot of variables of why you choose one over the other. But I am having a hard time resolving what the right questions are to decide.