In my multiplayer game, I have added 2 sphere components to an AI character; one that detects when a player enters it, and a larger one that detects when a player exits it. I have about 20 of these AI’s spawned in the level. However, I notice that the performance of the game gets very bad when I have these sphere components. If I remove them, the performance is much better. Here are the collision properties that I set for each sphere component:
Collision Enabled: Query only
Object Type: World Dynamic
Collision responses to all objects and traces are set to ignore (expect the Pawn object, which is set to Overlap)
What is causing the performance degradation from the sphere components? Could it be because sphere components with overlapping events are calling a tick function under the hood to detect overlaps?