Are there functions present in the Pawn or Controller that are called if the state is changed or if the physics are changed? That way I can do checks there if they change instead of in timer or tick
Apart from going in to every function and checking to see where it sets physics, it looks like no...Are there functions present in the Pawn or Controller that are called if the state is changed or if the physics are changed? That way I can do checks there if they change instead of in timer or tick
Well, you can extend PlayerController.LongClientAdjustPosition().
But why tick is bad? You should't underestimate performance of modern hardware. Or even performance of 10-year-old PC. Adding a few extra checks in every tick won't have any impact on performance at all.
Well with the amoutn of things running already I need the best performance and I see constantly checking the pawn physics and controller state every tick is kinda slow
Dude, do you realize that it is a matter of only a few nanoseconds of CPU time?..Well with the amoutn of things running already I need the best performance and I see constantly checking the pawn physics and controller state every tick is kinda slow
Dude, do you realize that it is a matter of only a few nanoseconds of CPU time?..