Let’s assume that we have one function that is relatively fast to execute.
If the function was called frequently enough within one tick time frame, to cause a heavy cost on execution time. Then what are the rules of thumb of UE4 to deal with the situation, and how’d that differ whether ‘Smooth Frame Rate’ and ‘Use Fixed Frame Rate’ were chosen or not.
I am concern about all aforementioned scenarios, but more particularly in the case where neither frame smoothing nor fixing were active! Will UE4 default behavior just make the tick go slow inattentively, or will it just reduce the number of that particular function calls, because I saw some strange behaviors that would suggest that the engine indeed decided to neglect some calls, but I am not at all certain.
Feel free to share opinion even if you’re not certainly sure about it, because from where I stand, I know close to nothing about what’s going on inside the engine and its defaults.