Which are the slowest frequently applying nodes in Unreal Engine?

It will work OK-ish but why do it? Delays are notoriously difficult to debug.

  • why not have a timer that we have an actual control over?
  • or lower tick rate of any actor / component. Here, 4 times per second.
  • if you have a lot of actors that need to perform something in a timely (ehm), manner, you can hook them up to a single timer in a Timer Manager actor; Dispatchers are great for this since you do not need to loop once the initial cost of setting them has been paid. It could look like so:

Everyone subscribes and listens to the dispatch.

  • the above could also become an organised way to stagger updates, spread them a bit across time so not all 1000 bullets update in a single frame, causing a hitch.

Perhaps your project is advanced enough to start digging into: