Seems that using around 20 AI controlled skeletal meshes in my android game is severely affecting performance. I use a simple 25,000 tri static mesh as the “floor” with a standard nav mesh spread across. Using the profiler I am seeing the following results per each AI:
The AI uses a simple “Move to” node in blueprints with a random “find radius in navigable zone” number to move some 1000 units about every 4 seconds. Nothing too crazy IMHO.
I have not been able to find a very cheap mobile ai move to solution yet… One thing I saw on another post was to check that your custom mesh does not have more than 4 vertex per bone weights (it’s something like that, can’t remember the real term) it’s an option in most 3d software when doing rigging. I checked this in my case and it didn’t help substantially.