I have created a building in a blueprint with modular pieces. In total there is 13 low poly meshes that are set as instances. The skyscraper is made up of just under 600 instances. When i duplicate the blueprint perhaps 20 times the performance at runtime drops off pretty badly. As buildings load in there is a visible lag “stutter”.
My question is should i be constructing these buildings in the level itself instead of a inside a blueprint?
The second question is im unsure how to see exactly what the problem is here I thought given that they are instances that the performance would be higher than each building being unique.
In terms of FPS drop off, there is an average of 10 - 15 fps .
And when dragging the building blueprint or duplicating it there also seems to be a little lag both on my high end and medium end pc’s.
Is there any event thing in the blueprint, like BeginPlay/Tick?
If you want to see what is happening at runtime, I recommend using Unreal Insights.
Open UnrealInsights.exe
Play the game in Standalone Game
Input ‘stat namedevents’ in Console to get more information for profiling
You will get a new trace in Unreal Insights Session Browser, open it
Check the problem
Don’t know what’s your blueprints like so there may be some differences, but you will find the Blueprint Time under Tick Time/TG_PrePhysics. In my test project the blueprint’s performance is fine, but you can image if there are complex events or something, it will be very time-consuming.