I have implemented a fairly intensive function that loops through and sums up all the values of a 1000 value array, and binds that value to text in the menu. I am concerned that this may be adding lag to the game, though it still runs fine on the development computer. My questions are:
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When do bound functions run (in this case, binding to the text of a text box) - e.g. does it run every clock tick (hopefully not), once in a while, when a value changes, or what? The binding I am talking about is I compute the game completion percentage (a fairly intensive process) to a text box in the game menu.
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Does blueprint code run for hidden objects? I hide the menu for normal gameplay, and display it when the game is paused, then re-hide it when resuming gameplay.
As long as hidden objects don’t execute their code, it probably shouldn’t lag out the game.