Wondering about Efficiency with my code

void APlayerRunner::Tick(float DeltaTime)
	if (GEngine) {
		GEngine->AddOnScreenDebugMessage(0, 0.5f, FColor::Red, TEXT("Internal Power: ") + FString::SanitizeFloat(IntPower));

	Velocity = GetVelocity().Size();
	Grounded = APlayerRunner::GetCharacterMovement()->IsMovingOnGround();
	if (Velocity != 0 && Grounded)
		SubPower(PowerMult * (Velocity / MaxSpeed) * GetWorld()->DeltaTimeSeconds);
		GetCharacterMovement()->bOrientRotationToMovement = true;
	else {
		GetCharacterMovement()->bOrientRotationToMovement = false;

This may be a dumb question but I haven’t coded in a while

The game I am trying to achieve is a modified version of the unreal battery collector game. The player has an internal power supply that only depletes when he/she moves and is in contact with the ground.

Now this code works just fine however I feel that I’m not efficiently using GetCharacterMovement()->bOrientRotationToMovement = Whatever correctly since I’m using the function every tick.

Is this the proper way of doing it? Should I be doing it in a different way? Is there a better way? I ask because every tick the function runs and I feel like that’s a waist of processing to change that specific Boolean.

Probably just overreacting

You could use a check on DeltaTime to perform the code at a lower rate than the tick like 5 times/s. However the code you are running is really low on the CPU so that won’t make much difference.