So, when I open the game 2 volatile widgets with animations are created in an empty level. Doing this already gives this:
When opening the game for the first time the CPU can reach easily to 100% in usage. Is this normal or something? Am I doing something wrong?
It looks like youâre looking at the performance in windows. Windows only has a vague idea whatâs going on. If you really want, there are tools in the engine for looking at performance issues.
In the meantime, a very good guide that something may be wrong, is just to look at how many fps youâre getting. Start by looking what frame rate youâre getting in the demo level, and work from there.
You can use the console command âstat fpsâ, or there is a project option to always show the fps on the status bar at the top of the editor.
Performance monitoring controlled from console:
Stat Commands in Unreal Engine | Unreal Engine 5.5 Documentation | Epic Developer Community
âSlateâ is the Input and widget system under UMG, the âUIâ you design in blueprints as widget assets.
Slate is known for some odd behavior and performance drain (for example, the entire hierarchy of invisible and removed widgets still causing cursor events). Canât tell if thereâs anything going on without further info though. Some user behavior like opening / closing widgets rapidly already gives behavior like the above. You can monitor that with the Slate stat command.
This is the blueprint when the game starts:
BP_Controller
Intro widget
Stat GPU:
Before playing:
1 sec after playing:
Slate:
Before playing:
1 sec after playing:
Honestly i dont know what the numbers in the Stat mean so if someone can tell whatâs going on I would appreciate it.
Nothing odd there on UI. What is âbad performanceâ, did you try the fps stat ClockworkOcean sent? what are your symptoms? FPS? stutters? hangs? input lag?
On the Slate stat should be milliseconds for a task to run. If you move your mouse like crazy on a complex UI you see the numbers go up .
I donât have any problems with that but when I build the game for my friends to play they report that their GPU in task manager and the game FPS are bad in the intro and main menu. Also, showing FPS doesnât change for me but for others the frame rate can get down to 50 or 40 fps depending on the PC.
that is not odd. You could try to apply benchmarked graphics value automatically through GameUserSettings for them the moment the game boots. The benchmark causes a hang for about 2 seconds but sets all graphics values to match a calculated score of their GPU. See if thatâs the issue, if they have an average PC your default settings might just be too high for them.
Should be available in blueprints. GameUserSettings > RunHardwareBenchmark.
You need to apply GameUserSettings after that as well / ApplyHardwareBenchmarkResults.
I remember when I just got started I made a level I called âsimpleâ just a room with some lamps in it and a material adding a texture all over, a test for packaging. Nearly put my old laptop on fire with the default settings and how I had set up the material detail. The FPS stutter⌠Itâs not a lightweight or optimized engine right.
I see, iâll try what u told me. Thanks
Hope one day Unreal changes its UI system and doesnât make it so bad
This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.