by “red heap” I believe they are talking about if there are several red lines in the output log (grey/white is for default/display, yellow/orange is for Warnings, and red is for Errors) unless you specifically put log statements (including Print String, Print Text) into your code or scripts these will all be engine generated.
FPS is an average on the reciprocal of frame time, and really doesn’t mean all that much except to give a rational whole number approximation of performance, and even then it is the 1% and .1% in FPS that are the most indicative of feel, before we even get to FrameGen type stuff.
things that can account for frame time spikes
- number of actors
- number of things (actors, SceneComponents, ActorComponents, Subsystems) that are using Tick() and to an equal extent Delays and Timers.
- the complexity of Tick, Delays, and Timers (if the thing firing off in the Tick, or inside a Delay loop is like 2-4 nodes it “should” be fine, but you get to 200 of these instances and the engine can have problems)
- things loading into and out of memory whether it be vRAM or system RAM, the engine is Garbage Collected but it is not magic
- the actual things that are happening at the point of the slowdown:
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- are things being destroyed?
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- are things doing a bunch of calculations?
direct question to you:
how big is your scene? (like number of actors?)
how many things are using Tick(), Delay(), Timers() ?
does this happen when you are standing still, or moving around?
What kind of things are happening when you experience this slow down?
does this happen when you are looking at something with the camera? (if you rotate the camera does the slowdown go away?)
what kind of C++ or plugins is going on in your scene?
does this happen in an empty Scene, an empty project, or just your current level?
are you using version control?
if you have your Task Manager open in your OS around the time of these spikes does CPU utilization, memory, or GPU of the Editor jump, drop, or is it still consistent around these slow downs?
what other programs are running (background processes, or silent updates) on your system? (this could be OS scheduling where something else is demanding system resources away from the edit, and therefore you get frame time spikes)
Is this a new problem (started today, after an update to the Engine/editor operating system), or has this “always happened” (even if this is the first time you ever turned on the Editor)?