by Rachael » Thu Dec 29, 2022 12:20 pm
From looking at the stack trace, it appears that this particular setup is causing a recursive check due to having "actor hits floor" on both sides of the teleporter, and since the player's Z velocity is non-zero it's running that particular check recursively. Which also causes a massive amount of lag even when it doesn't crash.
From looking at the stack trace, it appears that this particular setup is causing a recursive check due to having "actor hits floor" on both sides of the teleporter, and since the player's Z velocity is non-zero it's running that particular check recursively. Which also causes a massive amount of lag even when it doesn't crash.