At what point should I be worried about amount of processes placed in onTick?

I’ve been doing a lot of reading on running loops and different ways to do so. One forum post I read here brought up a good point that something to consider with ticks is high performance systems. All in all in gave me concerns about what is the more “professional” approach, what is acceptable, and when should I worry about bogging down the tick processing. The project I’m working on now is very simple and not taxing on the system at all so its hard to tell the consequences of using the ticks. Any thoughts?

I wouldn’t worry too much on a small, simple project. But it definitely has a performance cost, especially if you’re developing a multiplayer game where the server may have to potentially run ticks on many many actors… I personally use timelines instead of event tick. That way I only run rapid-fire code when needed instead of… always.

Hope this helps.

I’m not too concerned about on my current projects it’s my future ones I’m worried about. This project is more to help me understand UE. I’ve been programming for 12+ years but just started on game development but plan on making much more advanced games in the future. The issue I was having was getting a timeline to repeat (x) number of times. The EventTick I’m using is in the level blueprint so I won’t have to worry about duplication. I have it check a string that my macros use to communicate when something needs to be done. If the string checks out the EventTick fires a macro. If not, do nothing. Doing it this way the EventTick does nothing more than a few variable checks each tick. It would only do more than that no more often than my timelines play lengths.

Here is a post better explaining my original issue.