Hi, thank you for the reply.
UE5.2 works in the async physics tick and the FRunnable, no matter how the gamethread fps is. Except IO is blocking the whole computer while streaming levels, then for a frame or two everything collapses but this is in editor only so that is not a problem.
in UE5.3 it doesnt work correctly in any thread. To be sure, a session I record should look like this?
I can record also a session in UE5.3 then, just takes a while to convert it. Is there anything special I should pay attention to?
Edit: I simply right clicked my UE5 project file, switched to 5.3, replaced in the project folder the FMOD plugin with 5.3, changed
DefaultBuildSettings = BuildSettingsVersion.v2;
to
DefaultBuildSettings = BuildSettingsVersion.Latest;
and recompiled the project. I recorded a session on 5.3 now. Should I upload the profiler sessions or…? If you want I can also grant you full access to the source code of the plugin and the project in case that would help.
Best regards.
Edit2:
When I press simulate I can hear just the plugin very very loud and without the channel frequency set from unreal engine, so it is very high pitched (it would be amazing if you could add the option to manually set a channel frequency in fmod but still allow auto detection of the sample rate). I read in the docs that in this mode it sounds like played through fmod. in this mode i can super clearly hear the problem.
Here is the result:
I also tried to set the rpm value from the normal tick of the car actor (in the game thread) and that doesn’t help.

