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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?

Product Version: UE 4.21
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asked Dec 14 '18 at 12:25 PM in Blueprint Scripting

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TheSubZer0
32 6 7 12

avatar image Xmoono Dec 14 '18 at 01:09 PM

Hmm, this is to hard for me to get anything out of, sorry. One thing I do when I set up my blueprints, is to try to avoid using tick. It is really demanding, so you should go over your code, and see if there is any way to make some of it work without using tick.

If I have to use tick, I usually make a activatable tick, which really helps on the optimization.alt text

capture10.png (81.2 kB)
avatar image TheSubZer0 Dec 14 '18 at 05:52 PM

Thanks for help i found the solution, but your Screenshot helped more.

I disabled the single mode option, and I played in Standalone it seems the overhead was in the editor that generated the server.

avatar image Xmoono Dec 14 '18 at 05:55 PM

That's awesome to hear. Good luck on your journey!

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2 answers: sort voted first

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.

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answered Dec 14 '18 at 12:33 PM

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Xmoono
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avatar image TheSubZer0 Dec 14 '18 at 12:35 PM

The event does not have to be active all the time, even stopping the tick event, it still leaves the server empty, if it is called for a long time, it is as if it were storing quantity for time

avatar image Xmoono Dec 14 '18 at 12:37 PM

Hmm, are you sure it is the tick causing the problem?

avatar image TheSubZer0 Dec 14 '18 at 12:40 PM

My game is a space vehicle physics simulation game with many float events that need to be replicated to the client, if not, they do not work

avatar image Xmoono Dec 14 '18 at 12:43 PM

Could you post a screenshot of the code with the tick?

avatar image TheSubZer0 Dec 14 '18 at 12:50 PM

The project I use is this:

https://forums.unrealengine.com/community/community-content-tools-and-tutorials/66365-free-project-physics-driven-spacecraft

alt text

I modified to make my game I did not print everything because there is no space on the screen.

tick.jpg (485.1 kB)
avatar image TheSubZer0 Dec 14 '18 at 12:58 PM

I'm using a timeline instead of the tick event but it has not changed at all.

avatar image TheSubZer0 Dec 14 '18 at 01:16 PM

I created an event to stop the tick event, but nothing has changed, the lag continues ...

avatar image TheSubZer0 Dec 14 '18 at 05:06 PM

??????????

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I disabled the single mode option, and I played in Standalone it seems the overhead was in the editor that generated the server.

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answered Dec 14 '18 at 05:51 PM

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TheSubZer0
32 6 7 12

avatar image Xmoono Dec 14 '18 at 05:54 PM

So you fixed it? Great!

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