Sequence Vs Daisy Chaining

Was just curious when you have a single event update multiple nodes during a single instance. Which way is more efficient, If I wanted something to fire almost simultaneously. And is one way better then another when updating multiple values or does it vary on circumstance?

For example a timeline that updates multiple float values as its running.

Then wouldn’t sequencing be a bit slower just because of the extra node that then has to distribute the sequence? Or no?

It doesn’t matter. Daisy-chaining exec pins/wires and using the Sequence node will have the same performance and execution characteristics (one at a time). They will all appear to happens instantaneously as far as your game is concerned, because nothing else will be happening while your Blueprint code is running.

Blueprint can do a small optimization to the nodes when you click compile. There should be no measurable performance difference between daisy chaining and using a sequence node. You should use whatever makes your Blueprint easier to read and edit.

No problem :slight_smile: If your question has been answered, click accept on the answer so it’s easier for other people to find it in the future

Cool good to know, thanks for the info and help.