I am making a game for a university project. I am at the stage where I am optimizing it, and it needs to be ready to be presented at an event in a couple of months times. I have run into an issue that the IT department is looking in to, which is a Hitching problem in engine.
This Happens at runtime, in packaged builds, and also even in the editor without running the game.
Using the System Front-End reveals that the culprit is an event called “FUdpMessageBeacon” and underneath that something called “CPU Stall - Wait For Event”.
This is no an issue on Non-university computers, even though their specs are fairly good, including 32 GB ram. The game is well optimized at this point. But these crazy hitches are coming out of nowhere, but do seem exaggerated on games with more of a render cost.
No idea how to fix this. It only happens on UNI PCs, and only on certain projects.