Hello,
we have a 3d game which is played on a vertical 2d grid, composed of blocks. Each block is an actor, composed of 6 static mesh components (one per face), and we can have up to 2500 blocks in the grid (50x50)
The problem I face is a huge DPS drop (from 100Fps to 20) when I rotate the root actor.
I managed to have a much better FPS (around 50 FPS) by disabling the collision on every component during the rotation, by disabling completely the navigation system (since we don’t need it), and by using a scoped update.
Nonetheless, we still have a lot of time spent in UpdateComponentToWorld, like you can see in this profiling session:
Would some flags on components, or functions, or whatever, be worth of interest to speed up the process?
I was thinking of using an InstanceMeshComponent, I did a few tests and it helps a lot, but that would require some huge refactorings in the code to implement that.
Thanks !