I’m hitting what appears to be the same UE-386174 regression in 5.8.1. In 5.6.1, large colliding ISM teardown spends about 0.5s in ChaosPushData; in 5.8.1 it spends roughly 20–30s in Chaos_ProcessPushedData_SimCommands. Removing collision from ~120k ISM instances roughly halves the stall.
Does anyone know the fix changelist/commit for UE-386174, whether it was backported to UE5, and whether the fix is small enough to apply manually to a 5.8.1 source build?
According to Errant this is the engine fix:
PendingDestroyPhysicsProxy.AddUnique() in the file PBDRigidsSolver.cpp needs to be changed to PendingDestroyPhysicsProxy.Add().
I’m doing a different test with 150 falling mannequins simulating physics and it seems 5.8.2 is much slower than 5.7 in shipping build (didn’t test editor)
test - 50 meshes in square pattern, 3 rows on top of each other, they fall for 4-5 secs then fall on ground