I have trouble with that
You could move Tick code from blueprint to C++
Hi there,
In order to help you further with this we will need to know more about your project such as:
What type of game are you creating? 2d/3d & fps/platformer/top-down etc.
Is your project blueprint based or C++ based?
Is the problem always present or only in certain areas?
How large is your game world?
How densely populated is the world?
Are the meshes in your level high-poly or low-poly?
What are your computer spec’s (cpu, gpu, ram etc)?
And anything else you can think of, we will need as much information as possible about your game in order to help you determine the cause of your FPS dropping as there are many factors involved in game performance.
Thank you.
Actully i figured more universal anwser for you… that randomly poped in my head after commenting
In order to increase FPS, you need to decrease time of frame being rendered and by frame rendered this also includes whole process to prepare the frame, like calculating physics etc. as most processes of engine is based per frame
UE4 got tools which let you monitor time of execution on each phase of composing a frame (“stat game” command as well some other stat commands) as well as timings of execution of single functions execution times (profiler), also see things like shader complexity to see which part of graphics takes more time to compose in shader code. It allows you to determent what parts of your game take longer time to be done and by making that time shorter you will increase number of frames that game can render in single secound. For example you see blueprint execution to be long, you can short it by moving some of the code to C++. Shaders are too complex? try to achieve same or similar result with less material nodes
Actually yes that is a better approach, thank you
Here are a couple of blog entries from the main site that go over this in more detail as well: