FPS Drops Over Time After Enabling TextureShare Plugin in UE 5.7.2

Hi,

I am using Unreal Engine 5.7.2. I created a very simple blank C++ project and added a cube object to the scene.

I set the Fixed Frame Rate to 50 FPS in the Project Settings. After that, I enabled the TextureShare plugin and placed a BP_TextureShare actor in the level. I cleared the data from the Send and Receive Texture properties in the Details panel and saved the scene.

Then, I launched the project as Standalone Game and used the following console commands to monitor performance:

~stat FPS
~stat unit

Initial Behavior

  • FPS was exactly 50

  • Game thread time was approximately 1.65 ms

I left the application running for some time.

After 2 Hours

  • FPS was still showing 50

  • Game thread time increased to around 14 ms

After More Time

  • Game thread time crossed 20 ms

  • FPS started dropping below 50

After Overnight (~15 Hours)

This same setup works perfectly in Unreal Engine 5.4, with no performance degradation over time.

Because of this FPS drop issue, I am unable to use the TextureShare plugin in UE 5.7.2.

Any help would be greatly appreciated.

Thank you.

Vineet

Hello there @VineetGoelGZB!

Checking your scenario with my peers, this sounds like the game thread is having a memory leak, or a parameter/registry is growing out of control. Considering your described rate overtime, it sounds more like the second option. Going back, reviewing possible changes between 5.4 and 5.7.2, a lot of things have changed since then.

From what I could find, the TextureShare plugin in particular, the updates for it introduced a sync buffer, and changed how it handles frame history. Now it tracks all previous frames for sync validation, and if there’s no upper limit for it, it can grow forever. To avoid that, add the following lines to your “DefaultEngine.ini” file:

[TextureShare]
bEnableSyncPolicy=False
MaxFrameHistoryCount=1

That change should stop the sync buffer from overflowing the project. Just in case, I would also review the settings of your BP_TextureShare actor. Simply open it, go to the details panel, and search for any active Sync Policy option. If present there, change it from Auto/FrameSync to None/Manual.

Hope this helps, and good luck!

Hi @brs-sebascova ,

Thank you for your detailed explanation and for checking this with your team.

Apologies for the delayed response.

I haven’t yet applied the suggested changes, but I will update the DefaultEngine.ini with the provided settings and review the BP_TextureShare actor configuration as recommended.

I’ll test the project after making these changes and will share my observations soon.

Thanks again for your support.

Vineet

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Hi @brs-sebascova,

I tested the recommended changes in the DefaultEngine.ini as advised. However, the issue still persists. Also, there is no sync related option in BP_TextureShare actor.

After running the application for approximately 15 hours, the FPS dropped from 50 to 18. At the same time, the Game thread time increased from around 1.5 ms to 54 ms.

This behavior appears similar to what I was experiencing earlier, indicating that the changes did not resolve the long-term performance degradation.

Please let me know if there are any additional debugging steps or settings I should investigate.

Thanks again for your support.

Vineet

Hello again!

Thanks for the update, it seems something else in your build is causing the performance degradation. At this point, I would say a more profound check is needed.

To do so, use the tools from Unreal Insights to trace your project’s performance (CPU and Memory) for a few hours, which should generate a report, to pinpoint where is the problem ocurring (use both timing and memory insights to look at frame/thread data).

The trace process and other features from Insights can be reviewed in the UE docs below:

Hi,

Thank you for your response.

This behavior is not limited to a single machine—we have observed the same issue on 3–4 different systems. However, the same scenario works fine when using Unreal Engine 5.4.

Additionally, the Unreal project setup is minimal, and the steps to reproduce are very simple:

  1. Create a blank project.
  2. Enable the TextureShare plugin and create a BP_TextureShare actor.
  3. Set a fixed frame rate of 50 FPS.
  4. Save the project, close the Unreal Editor, and run the project in game mode.
  5. Let it run for an extended duration (overnight). After approximately 2–3 hours, the FPS starts dropping.

Given the simplicity of the setup, it does not appear to be project-specific.

Please let me know if you would still like me to capture Unreal Insights traces, or if this points to a potential issue introduced in newer Unreal versions or the plugin itself.

Thanks again for your support.

Vineet

Hello again!

You do have a fair point here, considering how simple the setup is, how it’s easy to reproduce, and the fact that it doesn’t happen in 5.4.

You may have reached a point in which this case would be worthy of a bug report, either affecting the plugin, or the engine version itself.

I would say, it’s worth running the Insight traces, mainly to add them to said report. A few hours of timing and memory trace would be useful info for Epic in this potential scenario.

Hello,

Thank you for your suggestion.

We had already performed Unreal Insights trace profiling last month, including both timing and memory data.

Could you please review those traces and let us know if they are sufficient for further analysis, or if you would recommend capturing new traces with any specific settings or duration?

Thanks again for your support.

Vineet