and this is only ventilators yet… how am supposed to put other actor if the game cant run properly on mobile now?
is that something i may encounter on other 3d engine ? i know ue4 do beautiful scene, but how about game logic performance?
i am beginner so i may do my game logic wrong, i probably shouldnt use tick for rotation since it seem to impact the performance hardly, but how to rotate my ventilator actor if i cant do it in tick?
many question, many doubt yet hope you guy can explain me how to fix this
BTW - Looks like the GPU may be limiting factor for your fps (based on the stat unit results on right side of screen)
How many vertices does the ventilator have?
As far as determining cpu cost, if you can gather profiling logs from device with:
stat startfile
stat stopfile
Then view those logs in the Session Frontend Profiler
You will be able to drill into the specific functions that are using up cpu.
UE should have no problem doing 14 rotations every tick.
Is there any reason that you’ve decided not to use flipbooks? If you were unaware, you can view the documentation here: Paper 2D Flipbooks | Unreal Engine Documentation
This will be more performant in a 2D game than rotating the actors during gameplay.
ok i may have something wrong in my current project, because i tried with a new blank project, and i can put more than 14 ventilator without any problem :o
is that normal behavior that a shrink wrapped collision run so bad with the engine? because i would like to avoid a simple box collision (which work fine)
maybe a ventilator mesh would do the job for better collision without impacting fps?