Apologies for the confusing title, I wasn’t sure how else to word it.
This happened after I placed a Nebula blueprint into the scene. It was absolutely fine before this.
I have, in my scene, and actor blueprint which creates an OSC Server on begin play, and binds it to a custom event which stores the current float value and increments an integer.
The OSC Client is sending a message at 50fps, and I receive all the data. However, the values only update once every 6-10 messages.
If I print the values to the console, I still see the correct number of values (50 per second).
I have so far tried:
- Rebooting the project
- Remake the project in the same UE version (5.5).
- Remake the project in a different UE version (5.3)
- Disable and enable the OSC plugin.
- Remove the Nebula content entirely from the project.
- Restart my machine.
- Verifying my engine install files.
- Reinstalling the engine completely
None of these had any impact.
I have checked:
- Project Settings
- Editor Settings
- Editor Performance (solid 120 FPS throughout the project)
I couldn’t find anything to suggest why this issue would be occurring.
The only fix I have found is to swap machines completely. I only have so many machines I can work on, and I’d be bound to run out eventually. I also feel like I’m going insane!
I would be grateful for any help anyone can give to this issue.