Are Async Traces compatible with mobile?
By Async Traces I mean things like UWorld::***AsyncLineTraceByChannel ***which are executed on a separate thread to improve performance.
I’m using this to improve performance, on PC it works but on Oculus Quest it makes spikes in the physics code.
I the video about porting Robo Recall to Quest they say something about the problem but they don’t explain how they did it.
I enabled “performance threads” command line option, this helps a little but the problem remains.