Hey Entropikz,
To start, when you say, “…physics rendering and things the engine…” - these are not related to the performance requirements for input / output for files. While modern game engines handling of physics, rendering, etc is exceptional, they are their own thing.
With that said, I am not using 's plugin so I cannot speak for it as for performance but I have created my own Actor class that loads a text file. The one I am testing is 2.56MB (or 2.6 million characters) and loads exceptionally fast; no noticeable lag.
[.h]
#pragma once
#include "GameFramework/Actor.h"
#include "TextLoader.generated.h"
UCLASS()
class AH509306_API ATextLoader : public AActor
{
GENERATED_BODY()
public:
ATextLoader();
UFUNCTION( BlueprintCallable, Category = "Test" )
void LoadTextFile( );
};
[.cpp]
#include "AH509306.h"
#include "Runtime/Core/Public/Misc/CoreMisc.h"
#include "TextLoader.h"
ATextLoader::ATextLoader()
{
PrimaryActorTick.bCanEverTick = false;
}
void ATextLoader::LoadTextFile( )
{
FString Result;
FString FileName = FString( "C:/Users/kyle.langley/Documents/Unreal Projects/AH509306/Content/wlist_match3.txt" );
const TCHAR* FileNamePtr = *FileName;
bool bLoaded = FFileHelper::LoadFileToString( Result, FileNamePtr, 0 );
if( bLoaded )
{
UE_LOG( LogTemp, Warning, TEXT("Loaded file!") );
}
else
{
UE_LOG( LogTemp, Error, TEXT("Failed to load file!") );
}
}
And the result:
Thank you for submitting a bug report, however at this time we believe that the issue you are describing is not actually a bug with the Unreal Engine, and so we are not able to take any further action on this. If you still believe this may be a bug, please provide steps for us to reproduce the issue, and we will continue our investigation.