I’m creating a multiplayer game that has an actor with tick event calling necessary functions, but over time, the server gets lag because the tick event overloads the server.
Is there any form of “clear server memory”?
or
Clear server command logs?
or
Reset server without disconnecting players?
Does the tick need to be active at all times? You could make a “Custom tick”, and activate the tick each time you need it, and decrease each time between each tick.
The event does not have to be active all the time, even stopping the tick event, it still leaves the server empty, if it is called for a long time, it is as if it were storing quantity for time
Hmm, this is to hard for me to get anything out of, sorry.
One thing I do when I set up my blueprints, is to try to avoid using tick. It is really demanding, so you should go over your code, and see if there is any way to make some of it work without using tick.
If I have to use tick, I usually make a activatable tick, which really helps on the optimization.