FPS Drop Between Ue4 and Ue5

With all due respect, that setup is counter productive for my particular setup. My character is not some simple point and shoot, reload, repeat type of character. I dont “throw” my character on to a level and start playing. There’s start points and level transitions. And also, weapon transitions that involve animation. Im sure you can achieve this using your method, but for me in particular wouldnt work as Im using real Liquid simulation from Realflow in the way my weapon transitions into “modes” and switches between weapons that are Rigged to the character itself. Also, the reason I was getting better fps in UE5 is because of the way it handled the textures straight from import. My game has come from 4.15 and no textures were setup for VT amongst other things. So, no it was something I was doing wrong lol. Since you seem to know more than one way to do things, I have a question maybe you could help me out with. What do you think the best way to setup “counter animations” or like “finishing move” animations? For example, when the enemy is in a vulnerable state based on health, I have it setup to where my char can do a finishing move. I get it to work by, when I push “A” and within a certain distance, it triggers the enemys animation, which then triggers the chars animation. Ive tried this method setup is many different ways, and none of them are 100% accurate 100% of the time. With the newest setup, its about 75%. So I guess my question is, how would you do it? Sorry if this is too vague, or not in your particular genre. as you probably assumed my game is 3rd person. Thanks for your initial response, and your possible next one. Cheers