There can be nuance in what’s needed though. Are the list of actors static or dynamic? Can it grow? How are you tracking the list? Are you using GetAllActors? If so, then a single timer is NOT going to be faster. There’s also simplicity factor. Having each actor track its own decisions is simpler and less error prone.
I’m writing a tower defense game and I have TONS of timers for all sorts of things. Animations, firing, path finding, etc. I have timers everywhere. It works great… though I’m in C++. They don’t all trigger at the same time. Even if they did, who owns the timer? Who makes the decision to trigger it again or to stop it?
The way it’s explained right now is as if Unreal Engine is like the game of Space Invaders where the fewer aliens there are on the screen, the faster the game runs because there are fewer things to handle. Swap out aliens for timers. I think we’re a little beyond that.