Why does FSlateApplication clamp its delta time to an 8 FPS minimum?

Hey Cody,

I gave it a shot and left my Editor on a breakpoint last night, then resumed this morning. Everything went just fine, with the perf stats in the Editor of course starting at 0 but climbing back up to normal over a second or two. Just got this one amusing log line:

LogShaderCompilers: Display: Distributed compilation controller didn’t receive a completed task in 56769.631270 seconds!

I will likely move forward with submitting this code at our studio, and obviously it’s low priority, but I’d encourage you guys to re-evaluate as well. It may be worth mentioning that we do not use Slate for game UI, so this won’t affect our runtime at all. If this could affect that, it would be worth someone checking there too, but it wouldn’t be something I can look into. :slight_smile:

Thanks,

Matt