Event Tick is killing your game's FPS 

The most common mistake in Unreal Engine 5 is making Event Tick your default logic runner.  It looks innocent in the Blueprint graph but it is one of the most expensive things you can leave running unchecked. 

WHAT IS THE PROBLEM? 

Event Tick at 60 FPS means your code runs 60 times per second.  Now put that logic inside 50 different actors and you have 3,000 function calls per second just to "check something."  Most of those checks return nothing useful. You are burning CPU for no reason. 

Why is your stamina checking itself when the player is standing still? 

Bad approach: Every frame subtract stamina, check if zero, update UI, check if sprinting. Running 60 times per second even when the player is idle.  Better approach: Start a Timer only when the player presses Sprint. Drain stamina on that Timer. Stop everything the moment Sprint input is released. 

Replace Event Tick with these in 99% of cases 

1. Timers (Set Timer by Function Name / Set Timer by Event) Use when: You need repeated logic at a fixed interval stamina drain, health regen, ability cooldowns  2. Gameplay Ability System (GAS) Use when: You are building complex stamina, sprint, or dash systems that need to be fully state-aware  3. Event Dispatchers / Delegates Use when: You want to react only when something actually changes — input press, collision hit, damage received

STAMINA SYSTEM WITHOUT TICK 

Step 1: Player presses Sprint input → Start Stamina Drain Timer Step 2: Timer fires every 0.1s → Subtract stamina value Step 3: Stamina hits zero → Stop Timer, disable Sprint, start Regen Timer Step 4: Regen Timer fires every 0.1s → Add stamina back Step 5: Stamina full → Stop Regen Timer, re-enable Sprint 

If you do not need it every frame, do not use Tick 

Event Tick is powerful but it is not free.  Stamina systems, sprint logic, cooldowns, AI perception checks all of it can be handled cleanly with Timers and Events.  Reserve Tick only for things that genuinely need per-frame updates like smooth interpolation or physics-dependent movement. 

Build a full Stamina and Sprint system using GAS the right way