Questions:
1. Is reading this configuration file necessary for runtime gameplay? Since this appears to be editor-specific settings (BurnIn options for Sequencer preview), is it required during packaged game execution?
2. Is there a way to prevent this file from being loaded without modifying the engine source code? We’ve explored options like:
- Creating a custom `ALevelSequenceActor` subclass
- Deleting/clearing the configuration file
- Using command-line parameters
However, the `ULevelSequenceBurnInOptions` class is marked with `UCLASS(config=EditorPerProjectUserSettings)`, and the `LoadConfig()` is automatically called by the engine during `CreateDefaultSubobject()`, making it difficult to bypass without engine modifications.
3. If reading this file is necessary, what is the recommended approach to optimize this? Should we:
- Reduce the file size by cleaning up unnecessary settings?
- Preload/cache the configuration at startup instead of on-demand?
- Use a different approach for managing BurnIn options in packaged builds?
4. Are there any best practices or alternative solutions besides modifying the engine source?
Thank you for your assistance!
Attachments Description:
- Screenshot 1: Unreal Insights showing frame drop during LevelSequenceActor creation
- Screenshot 2: Call stack showing `ALevelSequenceActor` constructor creating `BurnInOptions`
- Screenshot 3: ALevelSequenceActor creates a ULevelSequenceBurnInOptions object in its constructor.