Your rendering is bottlenecking, your game thread looks okish.
How many drawcalls does your scene have? (you’re not ‘not using’ them, unless I missed something funky in the way UE handles Android rendering). And have you tried the profileGPU command to see which part of your rendering process is slowing you down?
I misunderstood draw calls in the first place, sorry about that confusion. (I meant draw text/draw material in the blueprint editor, but now I see them in the stats.) Drawcount doesn’t really matter in my game, everything added up is below 350. (As far as I know, it should stay under 700.)
Btw how did you know there is a command called profileGPU? Where can I find all of them?
I used the shift+ctrl+, command and there I saw every important notes. (Same as profileGPU?). I disabled HZB, and now I have like 15+ fps. HZB took 50% of the render time, so it should be faster now.
BUT the post process effects take now 50% of all the resources, which I have turned off. I even use a postprocess volume inside the character blueprint, but it still does not make a difference, it runs in the background.
Edit: I make another topic about disabling all post processes.