Construction system: Spawn construction causes Framerate drop

HI,

I’m creating a construction system for my game:

1: Open Widget > chose your building > click on build > widget closes > Ghost spawns on LineTrace > right click to set construction location > Take Items needed to construction > Complete build > Materials on Construction Actor goes to normal > Generates actors in construction actors via blueprint (Actor Construction has couple boxecomponents, and I attached actors to them that spawns when Construction Actor is completly built:

1: spawners that spawn items
2: Workspaces
3: Storages

It basicly works like a RTS building system. Everything works like a charm however each time I build a construction actor with all its attached actors, everything slows down with FPS drops each time I build one. With 1 Construction actor built, it’s slower but it’s ok, the problem is when I build 5 of them… It’s so slow.

Do you have any ideas on how I could optimize this? I’ve heard spawning actors can cause FPS drops, however a Construction actor spawn 8 other actors, so it’s not THAT much. These actors have Nothing working on their Event Ticks, Nothing is running in graphs once it’s spawned, it just creates itself and that’s it.

HELP!

If the actors are totally inert after spawn, it must mean there’s something up with the mesh data. That would be either too many poly or very high res textures.

What happens if you manually put several buildings in there world, do you get a fps drop?

Ok, what I’m saying is that if you really have nothing running after spawn, it must be your actors that are over complicated. The actual meshes themselves.

If you just manually put a load of the meshes you use in the blueprints into the level ( no BP, just meshes ), do you get the same problem?

It does the same thing. WHen I put it manually I can decide if it’s built or if it has to be built.

When spawners and storage are no spawned (so when it’s not built) it’s fine. Everything starts to slow down when it’s built. So yeah it might be because of the 4 storage actors / 1 workspace actor /4 spawner actors. But when I import them alone (when they are not being created by the construction actor itself) it works just fine.