As you can see the FPS significantly drops. Why does this happen?
I followed the construction script/ blueprint tutorial from the unreal engine channel, where you make a marker that’s a vector and then your selected mesh tiles to it. Here’s a quick picture of my construction script.
I have a similar blueprint in my test bed but I can’t get your results. Do you mind posting a link for us to download the .uasset of that blueprint to test in-house? If you aren’t comfortable with that, feel free to sent it by private message directly to me over the Forums.
This probably happens because unreal engine is preparing for that script to be used. Depending on the complexity of the script, it is probably based on that.
I dont think its because of the scripts complexity. There isnt too many nodes: in the event graph there is a damge applier. And in the construction script i followed one of the official ue4 tutorials, and all it does is place meshes in the scene based on a marker. Ill see what TJ says and then based on that maybe I’ll find a fix to this.
I’m sorry it’s been a few days, but I’m still investigating the issue. I was able to duplicate what you are seeing but I’m unsure why the blueprint causes an FPS drop but the same amount of static meshes doesn’t.
I’ll post again as soon as I have something for you.
Did you try setting the static mesh component you add in the BP to ‘static’? This is the default for meshes added to a level, but in a BP meshes default to ‘movable’, which is more common in a BP, but also has some performance overhead. You should also keep your eyes open for any ‘lighting needs to be rebuilt’ warnings - viewing the level after you have placed static meshes but not built lighting is not really an accurate representation.