Nanite Foliage tanks CPU Performance in USkinnedMeshComponent::TickComponent

Hi Tim,

In the demo project I’ve used Quixel Megaplants from Fab (iirc European Beech and/or Black Alder packages, for example https://www.fab.com/listings/cefe5722-9c31-4aa2-9ee2-e5426610d5e6). All of the assets are unchanged. I put Megaplants trees as is to Trees array of PCG Volume. PCG Volume has changes - it uses Landscape to generate points, though no changes in Instanced spawner logic.

Bug has been already reported here (and here iirc trees from PVE plugin used) : https://forums.unrealengine.com/t/unreal-engine-5-7-preview/2658958/44

Possible bug problem was posted in Unreal Source Discord: https://discord.com/channels/187217643009212416/1089670031782191145/1438268125530292324

Did some debugging of void USkinnedMeshComponent::TickComponentand what immediately jumps out that in Editor “TickPose” and “RefreshBoneTransforms” aren’t called.But they are called each frame inside the game whereas The Editor only calls “DispatchParallelTickPose()” and that seems to be enough for trees. My Guess the other stuff it does in tick for the poses and bones are mainly intended for anim montages and such, so for Character crowds and such, but it seems the trees dont really Need it and currently it is unnecessary extra Overhead(probably oversight?) it disables all other animation like character controller, so you need to add the property and expose it in the spawner

Courtesy to Discord user controldirective

Though I do not know if it’s correct

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