Niagara Components killing FPS

I am doing some scalability testing in my project. Currently I have 1000 actors moving about in a world, and at some point they will each collide with an actor which has a box collision on it. Everything works great, fps is ultra high (over 180fps).
Things go downhill when I add Niagara Particle System Components to those actor’s scenes. Then with the actors moving around and hitting the box collision, fps drops to around 40fps.

Each Niagara component has no asset assigned, the autoactivate flag is set to false, but still just having them as scene components is causing a huge drop in FPS.
Anyone any ideas?

Hello, I am having the same issue right now. Even if Niagara system is empty and doesnt spawn anything, fps drops significantly. Did you find a solution to this?

Edit: just found a solution. I had to setup niagara effect type where I enabled distance culling. This is the only type of culling that worked

Hey @GRWalton
This could be related to how unreal move things in the world.

Like @ZulCul mention it will improve the performance if you set cull distance or something to disable the render.

Each tick an object move the engine try to recalculate the bound of the render. Even if the particle is disabled.
The options are:
A - Set distance culling or disable the rendering if the particle is disabled.
B - Add the component when you want to be enabled

Using fixed bounds would probably also work (only renders the effect if the bounds are visible on screen).

It’s a necessary component for gpu computed fx.