Zeustiak
(Zeustiak)
March 15, 2015, 1:51am
80
@Zeustiak : Thanks for stopping by I pretty much figured out breaking up loops on my own. I used a similar solution to the one I sent you a PM about a couple of weeks ago. I sent the same to and he seemed to think I was doing the right thing, so I just went with my original idea. It seems to work pretty well. It is still almost as quick as a regular loop if you put loops per tick to infinite. Here are blueprintue pastes of for loop per tick and for each loop per tick respectively. Plug whatever activates the loop into Initialize and a tick event into the tick execute node. It has a regular Loop Body output and completed output as well as a Tock output (I should probably call it tick, but couldn’t resist) that fires at the end of each tick after the code for that tick has been fired. These haven’t been added yet, but they will be in the next patch. Epic just told me that my previous patch will be uploaded today, by the way.
I was wondering how that would work, and it makes sense that you can max the loops per frame out it would self correct when the frame rate slows down. Thanks for posting the examples. I will definitely take a look at them when I implement my own solution.