Hi there, following this tutorial (but setting the sun’s rotation speed much slower) causes nearly no lag when used by itself.
Separately, if I have a bunch of actors following a spline using a timeline uses little enough CPU.
(Note, for repro, the timelines are 0.f-1.f along the x axis and 0.f-1.f along the y axis, y axis is percentage completion of the spline and x axis is percentage completion of the allowed time, so the timeline has .SetPlayRate((1 / BestFinishTime) * (FinishTime / BestFinishTime))
If I do one or the other of the above things, the game runs at 60FPS(+) with no issues. However, if I do both at the same time, then the game stalls the CPU with a bunch of “wait for event xx” (oh and GPU use drops dramatically too…?)
I have two stat files which I can attach but are too large… (9MB and 11MB). If it is possible for me to email somebody with the stat files please let me know.
Note: It cannot be that the actors I am adding to the scene are too complicated as they can be added and no issues exist until I start running the Timelines.
Hi TJ, I have narrowed it down and it turns out that I was merely not moving the sun when I was not racing. (I failed to hook up a False branch exec back to the output of a function)
Moving the sun, recapturing the sky, etc., rightfully causes the correct amount of wait while everything computes.
Turns out that I was just being silly, please close this bug report!