Hey, yes it is, the network you’re looking at is a collapsed network within the event graph of my player controller. I’ve heard casting is an expensive task and can pile up so if you’re going to be using it a lot within a blueprint its best to do it once, store it as a variable and then reference that instead so that it doesn’t need to recast each time. This network is pretty large and makes frequent use of the player controller and game instance so both are cast to variables on startup in the main event graph.