Unreal insights performance trace of an average frame tick show in picture. Slate:DrawWindows performs slate::drawWindow twice in the exact same sequence. This is on a development cooked game trace
Steps to Reproduce
This issue is permantly relevant in our game as this happens every tick. It does not seem related to our own widgets because removing them / opening another level with no/other widgets still has this issue.
Noticable is that when tracing in editor this issue seems to dissapear (but with higher slate cost due to engine UI).
What could cause this draw twice behaviour?
Hi,
From the trace screenshot (with a single call to DrawWindows) it seems like the window has somehow been added to the SlateWindows array twice. We track windows via FSlateWindowHelper::ArrangeWindowToFront but we always remove the incoming window before (re)adding it. Do you have any engine modifications that might affect this, or any code that directly interacts with the SWindow? It looks like this is your main window (and not something like a tooltip), correct?
If you want to attach the full trace, I can take a look to see if anything stands out that might cause this. Does it still occur if you toggle global invalidation?
Another idea would be to set Slate.VerifyParentChildRelationship and see if it trips in your development build.
Best,
Cody
Hi,
Thanks for the follow-up, I’ll keep that in mind if others run into the same thing.
Best,
Cody
Hey,
Thanks for the quick answer, I checked the project for SWindow usages and did not find any until I looked in our plugins as well. This was functionality of the “AMD FidelityFX Super Resolution 3 plugin for Unreal Engine” plugin we had installed. With this snipped in their documentation explaining the issue.[Image Removed]
Could you provide which settings did you snip out of the plugin? I think the image you’ve attached is not available. Cheers.