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Performance Notes
AP Timer Suite is designed to be efficient at scale. This page documents the key performance characteristics.
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No Tick Dependency
Zero-Tick Architecture
The server uses TimerManager handles for expiration and threshold scheduling — no Tick override required on the component. Inactive timers consume no per-frame cost.
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Delta Replication
Only changed timers replicate each network update via FastArraySerializer. A project with 50 active timers will only send network data for timers that changed since the last update — not all 50.
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Inspector Refresh Rate
The UMG Timer Inspector uses a configurable auto-refresh interval.
Inspector Refresh Recommendation
For debugging use a refresh interval of 0.25–0.5 seconds. Avoid 0.0 (every frame) in production builds as it will generate unnecessary UI overhead.
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Large Timer Counts
For projects with a very large number of timers (100+), consider adding a non-replicated tag-to-index cache on your side for O(1) lookup. The default implementation uses a linear search which is sufficient for typical timer counts (under 50 per actor).
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Summary
AfterPrime Systems — Building the Gameplay Foundation