UMG/Slate Binding Property or Function - Performance differences

Thanks for the update. I’m really surprised by what you are saying. So if I’m using UMG for my HUD, I should set the value in the tick function instead of doing binding because it’s a lot faster… I didn’t knew it.
So Binding is great when not expecting big performances (Menu) but for HUD, we should consider the old way in the tick function, is that right?

In term of implementation, I’m trying to do the most of the workload in C++. If I want to set back a value to my widget, what’s the best approach:
1 - Create a event that will pass & set the value in the Widget
2 - Get a reference to widget and set it when you need it in C++ code directly?

I’m in 4.8.1 as of now, and my HUD in UMG is taking about 10% of my fps so I’m looking for optimisation path.

A side question on performance, should we put most of the component inside 1 widget or dividing your Hud in** multiple widgets** (by roles like player information, minimap, score etc…) won’t impact the global performance.

Thanks,