Running Construction Script in sequencer is slow

Running Construction Script in the Sequencer takes a lot of performance even if the construction script is completely empty.

I need to run some basic script during sequencer playback.

I am aware of three options:

1. Event Repeater Track, which has no impact on performance, but you have to setup Endpoints in newly created sequences.

2. Running a custom function using the editor widget - you need widget to run sequence properly, not user-friendly, and at this point, I am unsure of its performance

3. Enabling “Run Construction Script in Sequencer” - easy to use - you just open the level sequence and its ready, but for some reason it’s performance-intensive - even empty construction script takes up to 3 ms in the game thread.

What is the reason for this slowdown? How can I speed up the execution of the construction script/custom function during sequencer playback?

My main interest is in using it in the editor, not in the Simulate/Play mode.

Thanks

HW used: AMD Ryzen 9 7950X3D , RTX 5090, 192 GB RAM

Steps to Reproduce
-create a new empty BP actor, in class defaults enable “Run Construction Script in Sequencer”

-create a new empty Level Sequence

-add the actor to the level sequence / does not matter if its Spawnable or Possessable

-during sequencer playback in editor - game thread takes 3 ms more due to the actor

Hey there,

Would you please share a utrace showing this? Even in your simple test case, I’m unable to repro your experience.

Because this is an editor-only need, there are a few different hook points you could use depending on what you are trying to do. If you want to share the goal outside of the construction script issue, I might be able to offer a different entry point.

Dustin