Project: Paper2D

You can use it to do things like , but you have to be careful and always check a time interval, never specific frames. For example, if you call GetPlaybackPositionInFrames on game frame 1 and it returns 5, and again on game frame 2, it might return 7. You would then check interval [5,7] for any events that need to occur, not just frame 7.

I haven’t seen your other thread, can you link it? I did just post some numbers for grouped sprites that are coming in 4.8 in thread though Rendering 5000 sprites in UE4 10x slower than Unity5? - Rendering - Epic Developer Community Forums if you want to take a look. same underlying changes also apply to tile maps in 4.8p3. They were already more efficient than loose sprites but still had a non-trivial per-frame RT cost, which is now gone.

[edit]Note: grouped sprite component changes missed preview 3 which was apparently cut Saturday morning…

Cheers,