Nanite Hard Surface Skelmesh Performance

Hi, I was setting up a skeletal mesh with attached Nanite meshes like Epic has set up in the Valley of the Ancients Demo.

I tried setting it up the same way they did by attaching the Nanite meshes to skeleton sockets in the construction script.

After setting it up my performance absolutely tanked, I went from 90 fps to like 40, and that was just with 1 character. I profiled it using the Nanite profiling tools and everything (so I know the meshes were set up right), all the draw calls and everything seemed normal but I couldn’t figure out why my performance was so bad.

Sorry I cant show any vids or screenshots cause its for work.

Does anyone know what would cause these massive performance issues? I was hoping to set up all my vehicles and hard surface characters using this workflow which seemed to be promising better performance.

Any help would be great! Thanks!

Hey there @TRW_rspn! Welcome back to the community! Nanite being attached to the SKM shouldn’t cause any major (anything over 4ms) of lag at normal scales. Since you’ve already taken a look at the nanite stats, are there any anomalies shown if you use the command stat gpu?

Not that I could find, nothing seemed to be consuming more resources than normal

No worries! Since you can’t show us much of the project due to it being proprietary, we’ll have to get you set up with the profiling tools to get a full overview. If you can narrow down exactly which portion is causing the issues, we can see where the optimizations can be applied (or more accurately what could be triggering this issue as Nanite often helps instead of drops it). CPU performance can also cause frame drops if the frames themselves are doing enough logic, but considering this happened in your art pipeline it’s likely not the case but can’t hurt to also profile.

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Here’s a decent course that also has paper documentation:

Thanks! I’ll try profiling agin with these tools.

No worries! If you do sort it out, let us know! I actually have a mech project that uses the exact same mechanisms and don’t have any performance loss over the nanite portion specifically. Only some extra calls on construct when determining what parts of the mechs are connected and their states etc. Anything you may find could likely help another user in the future!