How about limiting your frame-rate to about 60 and and do 25 tasks each frame? Then you have a little buffer at the end where it can catch up if needed.
manually moving pawns to a new location by code…
it’s just an experiment, to see if it’s possible…
it’s working, but if i reach 800+ objects to move, it starts to get clunky…
Well you would need to make queue system, you need to ocntain tasks in container TQueue would be a lot better then TArray (which is alos used for blueprint arrays):
There also no Push and Pop function in blueprint which makes queuing easier. If you have static number of tasks most optimize wya would be to do this without editing the array, and just execute tasks based on array index. Delta time that Tick outputs is time between frame, use that to decide how much tasks you should execute in specific tick (note that delta time is effected by time dilation), keep track of index of last executed task and continue excuting tasks on next tick. The normal loop node have first and last index inputs, on first pu current index + 1 and at last Current index + number of tasks to do in tick at the end save the last index of task executed.