Event tick is overloading the server and causing lag over time

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.

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

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?

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

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

The project I use is this:

[FREE PROJECT] Physics Driven Spacecraft - Community Content, Tools and Tutorials - Unreal Engine Forums

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

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

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

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.

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

???

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.

So you fixed it? Great!

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