#Hello! I have a problem with my Items
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I think this is mainly due to spawning and whatever runs on BeginPlay of those actors after they are spawned.
If you want to improve this you might need to lower the amount of actors you spawn per frame and do it in multiple frames.
Its after every actor is spawned...
there is no lag or something in the spawn process
Jap
Are you running any additional logic or using physics on those actors?
Have you used Unreal Insights to actually check what is so expensive?
I rotate the actor with a timeline that needs 5 seconds and I recall the rotate method after this 5 seconds...
BUT when I unplug this call nothing changes
That's the same thing as running tick on each of those actors.
So it should ne be this method
Anything else?
Timelines run on tick, even if you've disabled tick on the actor itself.
ok but i unplugged the rotate method
Yea that is a bit strange, and not something I'm sure of how to account for other than maybe if the timeline is present it's forcing tick to be enabled on that actor, I'm just not sure.
I would still suggest you use Unreal Insights to actually profile this
Otherwise you are guessing
Yah, i tried to use insights but this is so fu**ing overwhelming ๐
I think im gonna do some insights tutorials or something ^^
but its definitely the weapon actor
maybe its forcing the actor to tick if i bind event to on component overlap or something?^^
Nevermind! Thanks for your help guys! ๐
Its the rotation method! - I forgot to disable it on the resource actors!
๐
only did it on the weapon actors