I experienced this on Gear VR, but since it happens on CPU, I assume it’s the issue related to any Android project.
I have static mesh terrain with 3 LODs. I am using “Complex collisions as simple” option and I do capsule trace from player’s view on it. The closer trace hit gets to player, the more massive performance drain I see.
Any idea why it would happen?
Is there a way to optimize it? (maybe using Line trace instead of Capsule trace)