Noob Here.
I’m launching my game on Android and this happens. I can go into a room with a modest amount of actors and it runs smoothly. However, If I turn to face a wall (the wall is filling the entire screen) behind which there are many many actors, the fps drops considerably, as though it’s rendering/calculating those actors who are currently invisible. I have turned on Precompute Visibility, dropped a Precomputed Visibility Volume, and told the engine to precompute static visibility prior to launch, but that did not seem to have any effect.
What am i doing wrong?
edit: using the FreezeRendering command from the other side of the wall, I was able to ascertain that the engine is continuing to render only those actors that had been merged into blueprints. Regular, individual meshes do not render.
PVS should be build.
What is PVS?
Precomputed Visibility )
If you’d read my post again, you’ll see that I’ve already done that.
The problem was actually that the components in my blueprint were set to Movable and not Static for some reason. I changed them all to Static and now they are rendered properly only when the player is looking at them.