Performance question: How many actors can call a function of another actor?

I’m making a shmup (shoot 'em up) and I have a Bullet Pattern actor sitting in my level. Every enemy that shoots a projectile calls functions in this actor. If I have, say, 40 enemies on screen, all of them calling this bullet pattern actor, will that affect performance? Would it be better if I just put all these bullet patterns in a base weapon class that way each enemy basically had their own?

I’m already noticing a performance drop with ~10 enemies shooting ~10 projectiles each and I’m trying to figure out the cause of it.

UE4 has a built in profiler tool so you can diagnose hitches in your game. You can see how much time is spent in certain functions and whether or not it’s a problem.

https://docs.unrealengine.com/latest/INT/Engine/Performance/Profiler/index.html