Im doing some level editing with starter content architecture meshes, putting together prefab buildings (As Blueprint Actors with lots of Static Mesh ActorComponents).
When I try to copy + paste a large number of components, the editor freezes to the point where I have to ‘End Task’ it.
In my case I tried to paste 67 floor meshes.
On the subject, I’d like to add that moving a group of selected StaticMeshComponents is very, very laggy (many seconds of unresponsiveness per move) and I am often only able to move them one widget nudge at a time. Yet moving an equal, or far greater number of static meshes in the level, is completely smooth. This seems like something that should be improved.
Hey Timmeh_ZA,
A lot of times when pasting a large number of meshes it can take a bit to do so. I would expect to see a lag, especially depending on your systems specs. Waiting for the processes to finish is best in this case as well.
- Have you tried pasting fewer meshes at a time?
- When you get the “freeze” have you had a look at the task manager to see what’s going on? Even if you see it saying “not responding” you should still see some movement on the memory usage and cpu usage.
Hi Tim,
I think point A is a redundant question. (The answer is obviously yes.)
As for point B… I just ran a (relatively) quick test:
I copy pasted 25, 50 and 100 Static Meshes in the Level Editor, and 25, 50 and 100 Static Mesh Components in the Viewport of an Actor Blueprint.
The resulting times are:
In the Level Editor:
25, 50 and 100 Static Mesh Actors pasted in less than a second (too short to time).
25 Static Mesh Actors deleted in less than a second and 50 , 100 deleted in 1 - 2 seconds.
In the Actor Blueprint’s Viewport:
25 Static Mesh Components: Paste Time - 37s , Delete Time 3s.
50 Static Mesh Components: Paste Time - 2:05min , Delete Time 5s.
100 Static Mesh Components: Paste Time - 13:35min, Delete Time 8s.
The Unreal Editor was marked as ‘Not Responding’ during the paste process, but the process was only using 13-15% CPU performance.
So what I’m saying, is that I believe there is some optimization that should be done on Actor Component pasting, in particular Static Mesh Actor Components.
Also, here’s a screenshot as to what I’m working with: