Bad performance with ProceduralMeshComponent in VR

I’m sort of confused on how you’re going about rendering this… Are you using separate PMC’s or separate sections per triangle? or are you combining them all into one section on one PMC? If you’re doing separate sections/components for each triangle you’re going to very quickly become limited by the draw call counts and/or the ticking logic in each one.

You’re current problem could also be due to blueprints since especially ticking logic in a blueprint isn’t a particularly good idea, especially when you have a bunch of them.