Created a new Instanced Skeletal Mesh Component -- encountering strange perf issues in D3D

It doesn’t make sense that the CPU would just be idle while the gpu is rendering… seems to me that’s why the engine is multi-threaded in the first place. Instanced Static Meshes don’t have this problem…

It would be really nice if one of the devs at Epic could comment on this problem. I am working on other issues at the moment so it’s not as though I’m not preoccupied, but I’d be lying if I said I have many other ideas to pursue for solving this particular problem at the moment.