Are Timelines more optimal than using Event Tick

Hi there I have a blueprint based project where I am using Timelines to alter colour values over time, I could have achieved the effect I want using Event Tick instead, but went down the Timeline route as I made the assumption that it would be more optimal. Now I want to change the the amount of time which I cannot do using Timelines, but easily could with Event Tick, are Timelines more optimal, and if so is there likely to be much difference?

cheers

By rule of thumb, you want to avoid using the tick function whenever possible. However, if your game is not very demanding, having a handful of tick functions will make no noticeable impact on performance.

thanks for that, tbh I am using a LOT of actors with tick enabled, but I doubt in most other respects that my game is very demanding. That does lead me to ask; is having tick enabled on an actor expensive even if its not doing much? Would I be saving performance if I had say a master actor with tick enabled which then called bespoke update functions in a whole set of child actors? (rather than each having tick enabled?) My point being that they would all still be being updated with the same frequency, it just would not be via Event Tick

Hi!
You can set timeline component tick interval just like as for event tick. Also you can set play rate to control play time amount. You can use interpolation for movement, like that:

190671-timelinerate.png