I’m dissapointed to see that datatables is not gonna beable to handle my type of game if
its causing slowdown lag issues when cutting and pasting text variables into it…
This is such a pain. Its strange That’s that these 3d game editors slow all down or suffer from freezing issues when trying to store, cut or paste text. But I do notice it with the blueprints.
Sounds like a memory leak or caching issue going on or maybe its something else, but it like its trying to cache memory each time when trying to store these variables. I’ve seen how slow the editor becomes when you Add in new Variables to the blueprint, it gets slower with the more variables you add.
Some games contain lots of variables for doing all the checking and updating and defining of values and boundaries and rules that the game needs to follow, and if you have a game like I do with over 100 systems and worlds in it, a game similar to the size of games like mass effect then you need to define thousands of variables to cover all the systems and the 3d engine should beable to easily handle that without slowing down the editor… Because you have to cover also all the storyline dialog triggers and events as well.
I suffer no slowdowns at all when I write all the script code in a text file outside the 3d game engine environment in a normal text editor because its the only way I can develop my game ideas and test them out without all the hassels of the 3d engine slowing everything all
down. yet the second stage of game development is getting all your script variables
into the 3d game engine from off the script.
But the editor is not even optimised for it !!! Everything all starts to slow down when you start to add in the variables…
The script file is 174k lines long and it has no problem, runs smooth because its just text… I can have as much stuff as I want in the arrays and test all my ideas out because nothing slows down unless of course my script file gets over several million lines long and then you will notice a slowdown in the execution of the script, but the arrays can be as big as I like because there’s no limits to arrays. The biggest array list I have in my game script has over 250 slots and I have over several thousand arrays in my script. as my game is a slot based array infested system because the script is just a bunch of text variables with array lists… But when it comes to putting all my arrays and variables into these Unreal Blueprints I start to see slowdown problems going on with the editor.
and why has Unreal got this long hexademical Key Encrypton code signature ID each time you put some text in a widget?
what is the point of that?