The cost of Event Dispatcher in UMG

Just finished catching up on the May 19th blueprint optimization stream from Epic and I was a bit concerned about the part where it was mentioned that out of the three (Casting, Interfaces and Event Dispatchers), the one which is by far the most costly in terms of performance is the Event Dispatcher.

Now, the first thing that jumped to mind was “UMG Widgets use event dispatchers to communicate actions, such as button clicked”. So, if you have several buttons that call events, will the call be made on every actor in the level regardless of them implementing the events?

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Still looking for an answer to this.

Just wondering if anyone has an idea about this.

Aaaaanything at all? :slight_smile:

Still wondering about this.