In my game, when you give an order to your army, you could move about 100 pawns at the same time. This slows down the game considerably. The GameplayProfiler shows that by far the largest amount of time is being spent on Pawn Physics Time, which consists of Single Line Checks and Move Actor Time.
The pawns’ physics are set to PHYS_Walking. I don’t actually need any of the pawns to collide with each other or with any triggers. I don’t need to know if they enter a physics volume or anything. I only need them to be able to respond to Controller.MoveTo(), and I guess, to stay stuck to the floor. I tried setting their physics to PHYS_None, which makes the game run faster, but then the pawns won’t move. Is there anything you know of that I can do to simplify the pawns’ physics?