Noticing a small "spike" on request first Widget Cursor changes...

Hi.

Finally got the cursor change working as needed by my game (thanks Epic), I’m forcing a refresh calling “FSlateApplication::Get().OnCursorSet();” after change the MouseType:: on the playercontroller, so I don’t need to move or shake the mouse to the standard update happen.

I just noticed one thing, on the first time a change is requested (and asks for cursor widget change) the game show a small “spike/lag”, thing that doesn’t happen on the further change requests.

I “guess” that it’s because the cursor widgets array is not being “preloaded”, but after the first change each widget stay resident on memory.

Is there a way to “preload” all them?

Thank you.