In my Character class I am performing a ray cast in Tick.
void MyCharacterClass::Tick(float DeltaTime)
{
const FName TraceTag("MyTraceTag");
GetWorld()->DebugDrawTraceTag = TraceTag;
FCollisionQueryParams TraceParams = FCollisionQueryParams(FName(TEXT("InteractTrace")), true, this);
TraceParams.bTraceComplex = false;
TraceParams.bReturnPhysicalMaterial = false;
TraceParams.TraceTag = TraceTag;
FVector Start = cameraManager->GetCameraLocation(); //this->GetActorLocation();
FVector End = Start + (cameraManager->GetActorForwardVector() * 600);
GetWorld()->LineTraceSingleByChannel(this->InteractResult, Start, End, ECC_Pawn, TraceParams);
If we load up the Unreal Engine and press play, you can see the line trace debugging right away.
If you stop the game, and press play again, there is a delay of roughly 30 seconds before Tick is called
How can I prevent the delay for Tick?
Thanks,