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tranek avatar tranek commented on July 2, 2024

4.25.1 was released today fixing the crash.

Is it a good idea to have this task living with the game state? What if you have 100's or 1000's of players in the same world - wouldn't that mean that the game state have as many async calls?

I have not used it in the GameState so I can't give you an affirmative answer one way or another. There would be an async call for each task that you create, yes. They're essentially a wrapper around the ASC's delegates. So if you already bind to all 100-1000 ASCs in the GameState and it works okay then I don't imagine this would be much worse other than more memory usage versus just binding to all the ASC delegates in C++.

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