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Noticing a small "spike" on request first Widget Cursor changes...

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    Noticing a small "spike" on request first Widget Cursor changes...

    Hi.

    Finally got the cursor change working as needed by my game (thanks Epic), I'm forcing a refresh calling "FSlateApplication::Get().OnCursorSet();" after change the MouseType:: on the playercontroller, so I don't need to move or shake the mouse to the standard update happen.

    I just noticed one thing, on the first time a change is requested (and asks for cursor widget change) the game show a small "spike/lag", thing that doesn't happen on the further change requests.

    I "guess" that it's because the cursor widgets array is not being "preloaded", but after the first change each widget stay resident on memory.

    Is there a way to "preload" all them?


    Thank you.
    VIDA - U4 Indie Goth Horror Game
    Project Thread
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