Help in increasing blueprint performance

hello, basically what i have is a master blueprint of a 2d character,
that is controlled by an AI controller and has event timers in it and sprite updates depending on its rotation and direction…

so, spawning a few of it, is normal… got 110 fps…
out of curiosity i tried to spawn a few hundred… and checked the performance… fps went down to 60fps…
and lower when the selected characters start moving when directed…

so, i tried to see if i can improve performance.
i tried to set actor hidden the array of selected actors when not in view at the screen…
they arrived to the destination set to them, but still got low fps. even when hidden.
tried to toggle visibility, but still fps did not went up.

the goal was to improve fps performance, and still have the ai move towards their destination…
any ideas / way i can improve?..

because im thinking in the future, they’re would be hundreds of actors that i cant afford to have them stop what they’re doing… thats why i needed to improve performance.

hmm anyone? :slight_smile:
alternative for event timers / event tick

I haven’t tried using hundreds of actors on screen, but just as a suggestion, you could try turning off mesh collisions as well as the sprite animations when they’re offscreen. Also any AI tasks that you may have assigned that are not relevant when off screen can also be turned off.

alright, id try that… i was only turning render sprites off, but it did not have any significant changes…

Can you post what you have going on in your tick function? It would be easier to see what could be the issue.

its just a check on which degree the character is facing, and changes the sprite to whichever dgree it is facing…
90 degrees = facing right… using enums to change the sprites…