# How to handle large amounts of actors and AI?

**URL:** <https://forums.unrealengine.com/t/how-to-handle-large-amounts-of-actors-and-ai/535318>\
**Category:** Blueprint\
**Tags:** unreal-engine, UE5-0, Blueprint, question\
**Created:** [April 21, 2022, 5:20am UTC](https://forums.unrealengine.com/t/how-to-handle-large-amounts-of-actors-and-ai/535318 "2022-04-21T05:20:20Z")\
**Posts on this page:** 1\
**Showing post:** 4

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**Author:** ![TrofimovYuri](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/trofimovyuri/32/467136_2.png) [@TrofimovYuri](https://forums.unrealengine.com/u/TrofimovYuri)\
**Post date:** [April 24, 2022, 4:11pm UTC](https://forums.unrealengine.com/t/how-to-handle-large-amounts-of-actors-and-ai/535318/4 "2022-04-24T16:11:10Z")

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I think, before any optimizations, you need to find the exact cause of the lags. Is it rendering or AI pathfinding/logic. I found this thread, wich can be helpful:

> [@How can I make AI have less impact on performance?](https://forums.unrealengine.com/t/how-can-i-make-ai-have-less-impact-on-performance/318905/12):
>
> “that big” is relative to the machine its running on. It hasn’t improved really that much, I have done some extend testing on it in recent versions. 400 AI’s Without AI: 11MS Without Movement: 14.5MS PawnMovement: 18MS (acceptable performance, but the quality is not suitable) CharacterMovement: 28MS (Bad performance…) CharacterNavmeshwalking: 27MS (literally just as bad) In conclusion I’m still looking for a suitable AI\_Movement Solution. I hoped the MOBA AI Twitch stream would give some…

To find the exact reason i recommend you to start from simplest solution. Like actor, without navigation, Just “dumb” setactortransform in direction towards player every tick.  
Try use performance profiling tools to identificate the problem.

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