Absurd performance hits while in editor

Hi there,

We have a significant performance problem with editor performance while editing our World Partition open world. There are actually two problems we’ve identified.

The first is that the editor FPS drops when we have a gizmo visible on screen. Unreal Insights suggests WaitForGatherDynamicMeshElements is the cause, as it’s happening every frame. When we use ProfileGPU we see that it’s related to a visibility check, which mentions 4x MSAA, bizarrely (even when AA is off). It sometimes resolves after a minute or so, and sometimes just never stops. It’s specifically the gizmo, as we can select e.g. landscape components (which have no gizmo) and see no performance hit.

This is taking on average 60ms per frame.

The second is a general lag from PostProcessing allocating render targets over and over again. Insights suggests a multitude of different calls to FRenderTargetPool_CreateTexture, like SkyAtmosphere.SkyViewLut, SSR.TemporalAA (even with TAA off), etc. If we run ShowFlag.PostProcessing 0, it sometimes resolves; sometimes it doesn’t.

This is taking anywhere from 100-1000ms sporadically.


UE5.4.4, RTX 4060Ti. Most things in World Partition are unloaded except for ~50 skeletal meshes, our custom sky blueprint, the landscape, some landscape splines, and some text render actors.

If you have any insight or ideas please let us know as this is resulting in severe input lag to the point where the engine is unusable.

Thanks!

Now it’s “infected” my PC as well, with 1.5-2.5 seconds per frame clearly due to RHI texture creation/dynamic shadow stuff.

Again any help is appreciated.