I believe this is something related to the size of the mesh attached to the switch. I removed collision as although it did have some impact as this will add a small amount to the memory of the mesh i believe the mesh itself is the issue.
That being said i don’t know how the default epic created mesh impacts the switch as according to the static mesh version that is 0.0mb
After further investigation this is also the case with button_device and the explosive_device so i would assume that any device you can set a custom mesh on will be impacted and cause severe verse performance.
I strongly feel this is the cause of most of the bug reports about lag/ping ect
Please pass onto the team
For repro i have a mesh between 1.0-3.5 mb in size and have 6 devices close together for immediate results.
Further more if you have so 10 spread out over a grid with a grid snap of 1000 this also has the same effect hence the issue. The grouping of the devices just make it more extreme and visual.
I re-did how i was allowing players near the switch_device so its fine for my publish. This issue is with any device that accepts a custom static mesh.
I sent you a zip project on Discord with a basic setup with the tps verse device and some info ect this should be a repro project but if need be i can zip this entire project up epic just would need to disable the blocking volume.
Let me know what you need as i feel this is a issue that’s gone unnoticed and is potentially the cause of all the reports about ping/lag ect as the ping goes crazy too.