Which are the slowest frequently applying nodes in Unreal Engine?

At present time my game my game barely reaches 60 FPS on a modern and powerful graphics card with textures no more than 1K, and it does not have ultra-realistic graphics. I suspect the problem is in the Blueprints, not in the graphics. So, which node do I have to verify first, which must not be executed multiple times per tick as they are very slow? I think one of them is “Get All Actors of Class”, which are the others?

Ticking Loops.

Hey @Etyuhibosecyu!

Another thing to remember is that anything that has tick enabled is using it, even if there’s no code after that. Which fundamentally is a very small usage- however, if you have a lot of actors, say, instanced actors etc with tick enabled that can definitely contribute. As a good practice, I just delete the tick node when I make a blueprint to guarantee it is disabled and only pull it in if needed.

In other words, this alone contributes to processing use:

You want this, or this.


Hope this helps!