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Event Dispatcher or Variable on anim BP?

Hi there, I was wondering what is the best practice to use when dealing with the event graph on anim bps to perform actions.

I generally have a bunch of branches after a sequence node that I check "if bool, then execute this"... But I was wondering if binding to event dispatchers is a better option (performance). For example, when the character uses a skill, I could have a boolean variable "Using skill X" and check it in a branch node, or Call an event on a skill dispatcher that I could bind to a custom event inside my Anim Blueprint that triggers the skill animation.

Does having less branches on a tick helps performance-wise? Do these dispatchers affect in anyway networking? (Known bugs or something like that)

Thanks for the time!

Product Version: UE 4.14
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asked Feb 15 '17 at 10:38 PM in Using UE4

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Luiz Sotero
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