Performance and Threading
The native components disable per-frame ticking. Four shared world timers broadcast to all subscribed components; work therefore grows with active subscribers and chosen pulse frequency. Cross-affect routing performs exact map lookup and tag-container iteration with component discovery on the Pawn.
Amounts are per pulse, not per second. Stamina has a default 0.5-second cadence; other default intervals are 5 seconds. Changing frequency affects both workload and balance. Different timers are not coordinated as a deterministic transaction, and no benchmark or maximum supported player count was established by this review.
Replicated scalar/tag properties use Unreal's normal state replication. Measure bandwidth, simultaneous changes, late-join snapshots and actor relevancy in the target game rather than inferring cost from the number of fields alone.
Operate on the Game Thread. The plugin provides no thread-safe locks or asynchronous mutation queue. Timer callbacks normally execute through world scheduling, but public callers are responsible for their own thread context. Cache component references with lifetime awareness and re-resolve after Pawn replacement/travel.