chaos vehicle fps drop problem

Hello, I having a fps drop problem in my game and I found out what caused this problem. There are chaos vehicles spawning on the map. When I turn them off, the fps is constant at 98-102, but when I open them, it drops to 80 and then 60-50 in between. These drops last for 5-10 seconds and the fps continues to decrease every 30 seconds. it does . In short, the system spawns a vehicle every 30 seconds (there is no fps drop in spawn) and they go by following the spline in an actor called path on the map. Is there anything I can do or alleviate about this?

If they are AI vehicles just running on a spline use a static mesh.

thanks for the answer but still same :frowning: ,I changed the car to static mesh and tried again, but again, there is only the spline tracking code on the same car, nothing else. In fact, when I remove the cars, the fps is always constant between 95-100, but when it becomes a car, after 4-5 minutes, sometimes it drops to 50, sometimes it drops to 30, but it goes back up to 95.
(I assign the spline reference to the car I spawned inside an actor called spline path.)

swap out the cars for primitive shape… cube. Use a simple material. Test.

If you get the same result, then it isn’t the vehicle, its the code.

Yes, I finally solved the problem. The problem was not actually caused by the cars or the code. Of course, using static instead of skeletal mesh gave me 3-5 more fps, but there were two important things that helped me reduce the drops. I solved this by typing stat Game in the console (https://docs .unrealengine.com/4.27/en-US/TestingAndOptimization/PerformanceAndProfiling/CPU/)
I previously examined the events of the cars with the session frontend and did not see any excessive MS, so I resorted to this.
I left the game open for 5-10 minutes (editor) and saw that nav tick and world tick reached excessive MS values after a while, then I realized what I needed to solve.
1- I turned off the affect navmesh feature in cars(because I had people walking around and using navmesh)
2- From project settings, I increased the Time Between Purging Pending Kill Objects value in engine - garbage collection from 60 to 600.
3-Actually, the two steps above were enough, but rather than fps drop, I opened nanites to some high poly meshes on the map (even though I gave them lod), which gave me a few more fps.
I hope it will be useful to others as well :slight_smile:

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