Huge Performence Impact with PCG Trees on Landscape

Hey,

I have a problem, I decided to change the way I put trees on Landscape - instead of using just Foliage Brush, I wanted to make it procedurally.
So I configured a very simple PCG blueprint that spawns my trees:

and everything works In the Viewport when i’m not playing - I have a 17 ms frame time even when flying (which is good for high settings and for my poor laptop i think :smiley:), but as soon as I click Play in Viewport, then the frames DRASTICALLY drop to 80 ms:

And I am not able to find a solution! I had the Runtime Generation option changed to Dynamic, but I changed it back to Static and removed Nav Mesh Bounds from the level. I also turned off the Can Ever Affect Nav option on the PCG object in the level, swapped materials to instanced materials on trees and changed the LOD of the trees to the lowest one, but the problem still occurs.

Unfortunately, I don’t know Unreal Insight, but I can read :smiley:, nevertheless, I can’t find the reason why after adding a PCG object to a level, the frames drop after clicking Play, while in the editor everything is okey.

A link to the utrace file, if needed:
https://www.dropbox.com/scl/fi/yy298a9zd3g4aowhmmbbb/20240825_175506.utrace?rlkey=91pwifnneg33ped0fyxg3mr9o&st=qlmh5ek7&dl=0

Fixed itself? I played around with using HLOD and Nanite on Landscape, then disabling them and restarting editor and at some point it fixed itself.

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