Tightening up Blueprints
I have not long started my UE4 journey after switching from Unity (I might add that I wasn't an expert within the Unity community, but I felt as though I was progressing quite quickly). I've decided I want to give a real go at Blueprints before I start trying to move across to C++ from C# and wanted to get thoughts on how to simplify a specific process, so that I can continue to improve as I go along. The system I've just finished creating is working very nicely, but I don't feel as though it's the best/neatest way to go about things (mostly due to the Event Tick being used, which seems to have the same rapport as a GOTO statement in any language), I digress - the system is essentially:
(Sprinting is bound to the Left Control) I have completed this method as follows:
Any comments/assistance/guidance would be fantastic.
Edit: Apologies, the second screenshot is a bit shoddy and requires opening in a new tab
That looks like how I would do it, actually.
Tick isnt bad to use, but wgatever you do in it muat be do e quickly on the smallest number of simplest things possible, since it fires every frame (so 30 or 60 times a second on most non-VR projects).
Any time you have to update something every frame of gameplay, then it's going to end up having the same performance impact as tick. just dont use any foreach loops on a getallactors array for example, in a tick
answered Aug 12 '18 at 12:39 AM
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