I am using the Spriter add-on to draw characters in my game, and one of the key features of Spriter are "character maps". In character maps, different outfits/weapons for your character can be easily swapped out across your entire animation by swapping out the body-part images.
In construct, this is implemented by the different 'character maps' existing as different animation frames for the sprite that represents your body part. For example, your Spriter object contains a single sprite for your chracters weapon, and that sprite can have many animation frames, each containing the image for a different weapon. For example a dagger, sword, axe etc. will all be stored as different animation frames within your single weapon sprite.
This system is very easy to work with, however it faces the issue of memory use when having a lot of different items available for your character. My understanding is that this problem is caused due to the fact that construct always pre-renders every animation frame of every sprite on screen.
This makes sense for any sprite being used as an animation in the typical sense, or even any sprite that will need to regularly change animation frame, but here it is problematic. For example, say my character has a special sword that only gets unlocked at level 99 after 5 hours playing the game. Despite this fact, construct will be pre-rendering that sword every time my character is on screen for the first 5 hours, despite the fact that it will never be shown. More than that, it will be pre-rendering every piece of equipment my character can use every time it is on screen, even if 99% of those items may not be needed at all the majority of the time.
So my question: is there any way to force construct to only pre-render the current animation frame of a sprite for this specific circumstance? In my case I think it would be well worth the sacrifice of significant 'jank' when swapping animation frames for that sprite, because that only ever happens very rarely on a specific 'inventory' layout.