perf(UEHelpers): Fast path for GetPlayerController#1050
Open
Conversation
It now tries to get the player controller via GameInstance.LocalPlayers[0], and only falls back on the slow FindAllOf method if that fails.
|
Much faster now, after the performance-killing change in #1047 (I was getting like 10 fps, instead of 60), but now it also returns debug camera controller (if active). It broke my teleport code (DebugCamera.lua), because in debug camera mode it returns debug camera controller and there's no pawn there so you'd need a fallback function to get the actual player controller with a pawn. |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Description
It now tries to get the player controller via GameInstance.LocalPlayers[0], and only falls back on the slow FindAllOf method if that fails.
Type of change
How has this been tested?
The following script was run, followed by jumping in Palworld.
No testing has been performed on any other game, or on any server software.