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Performance (RAM) problems with construction scripts

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    Performance (RAM) problems with construction scripts

    I am using construction scripts to create my level. I've been using 4.14 for a couple of days. However it has freezed on me thrice (once yesterday, when compiling a construction script and twice today while clicking on the map after editing a construction script to see the changes), upping RAM consumption to 99%.

    The level is filled with a landscape, but the part where something else is placed (meshes, splines) isn't too large, 40x30 grid with 1000 uu2 tile size means it's 40000 uu x 30000 uu. The grid data are in a struct (3 vectors, 2 integers, one bool).

    I have already tried to optimize the construction scripts using Instanced Static Meshes and Hierarchical Static Meshes.

    How can I roll back to 4.13 to see if issues are related to engine version?

    #2
    Changing the order of operations in the construction script (create grids first, check for roads second, change bool in struct third) solved the problem. I must admit I was really surprised that what is essentially the same thing, same nodes, just in slightly different place (while creating grids) can lead to such a situation.

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      #3
      Originally posted by Zireael07 View Post
      Changing the order of operations in the construction script (create grids first, check for roads second, change bool in struct third) solved the problem. I must admit I was really surprised that what is essentially the same thing, same nodes, just in slightly different place (while creating grids) can lead to such a situation.
      Oh this engine just gets more and more complicated don't it.

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