Hi everyone,
I’m trying to track down a large frame spike in my project and I would appreciate any insight into what might be causing it and how to mitigate it.
The game is an open-world project using World Partition. The issue only happens while the player is moving, which makes me suspect that it is related to streaming.
This step alone takes around 85–90 ms in a single frame.
From what I understand, this seems to be a Chaos physics broadphase / spatial acceleration structure rebuild.
Earlier in the same frame I also see:
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UpdateLevelStreaming -
AddToWorld -
RegisterComponent -
FoliageInstancedStaticMeshComponent -
physics bodies being initialized
Some additional details:
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The spike does not happen when the player stands still
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It happens only during movement / streaming
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The frame time can jump to 100–140 ms
-
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Is there a recommended way to prevent Chaos from rebuilding the spatial acceleration structure so expensively during streaming?
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Are there best practices for foliage / instanced meshes with collision in large World Partition worlds to avoid this?
Kind regards.
