[Closed] Event tick is overloading the server and causing lag over time
I'm creating a multiplayer game that has an actor with tick event calling necessary functions, but over time, the server gets lag because the tick event overloads the server.
Is there any form of "clear server memory"? or Clear server command logs? or Reset server without disconnecting players?
asked Dec 14 '18 at 12:25 PM in Blueprint Scripting
The question has been closed Mar 08 '19 at 11:39 PM by TheSubZer0 for the following reason:
Problem is not reproducible or outdated
Does the tick need to be active at all times? You could make a "Custom tick", and activate the tick each time you need it, and decrease each time between each tick.
answered Dec 14 '18 at 12:33 PM
I disabled the single mode option, and I played in Standalone it seems the overhead was in the editor that generated the server.
answered Dec 14 '18 at 05:51 PM
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