Hi everyone!
I’m currently working on a FPS project in Unreal Engine 5 and facing some performance issues when having too many Blueprint actors spawned at the same time (around 200-300 actors). The FPS drops significantly and sometimes even causes small freezes.
Does anyone have a good solution or best practices to optimize performance in this case?
(if that not already improved ur performance)
2. Store loaded Classes into an Array or Set
3. Burst-spawning an amount of actors into your Level until the Arrray is empty
Someone may has other solutions, it also depends how the BP are build by you in general.
For example:
If your BP has some “Hard References” you will load them too at the same time…
Event Ticks on many Actors with much code behind
BP does something, while not even visible and it could be ignored
and so on… we would need more information on how and what you spawn 300 times at once and the amount of FPS drops (are they permanent low after spawning?)