Unreal Engine FPS Drop on Movement Input — Seeking Insight
Issue: In my UE5 project, pressing any movement key (WASD) causes an immediate and repeatable FPS drop—roughly halving the frame rate and doubling frame time. This happens even if the character doesn’t visibly move (e.g. tapping W), and even before any animation visibly plays. The drop is isolated to movement input only—camera rotation, crouch, roll, and other inputs do not cause it. (using forward shading msaa, but taa/tsr make no difference)
What I’ve Tried
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Blueprint Audit: Movement input is gated by a branch (
Axis != 0
) and usesAdd Movement Input
. No loops, no tick-bound logic, no excessive polling. -
Animation Blueprint: Swapped to a minimal AnimBP. Issue persists. Even idle state shows active animation evaluation across multiple worker threads.
-
Leader Pose Component: Disabled
Set Leader Pose Component
syncing across multiple skeletal meshes. No change. -
Character Movement Component Tweaks:
-
bAlwaysCheckFloor = false
-
bUseFlatBaseForFloorChecks = true
No improvement.
-
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Collision & Physics: Disabled physics and collision on mesh and capsule. Still drops.
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Profiling Results:
-
stat game
shows highWorld Tick Time
(~48ms) when movement input is pressed. -
stat anim
and thread profiling show constant animation evaluation—even when idle.Any help or other ways to debug would be appreciated
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