Reduce CPU allocation for hibernation

I am using the PixelStreaming plugin for our streaming service and can have multiple Unreal applications running on a server. We are attempting to do what we have done with our Unity applications. We want to run multiple applications concurrently but any that are not streaming are in “hibernation” with between 5% to 10% CPU allocation.

I am running into the issue that reducing framerate to 1 (game and webrtc) does not impact the CPU allocation. Looking at the profiler I still have 18 background worker threads and the CPU allocation on the Task Manager is moving up and down ranging between 20% to 80%. Maintaining a fps of 30 to 60 looks to have better lower CPU allocation but still does the same up and down behavior but typically maxing around 60%.

I have put a single blank scene as the primary scene and I see the same CPU allocation. This is without having any streaming connections either. I have turned quality settings down low.

I have attempted to use the UGameViewportClient bDisableWorldRendering. I don’t see any change with that.

	UWorld* World = GEngine->GetWorld();
	if (World)
	{
		UGameViewportClient* GameViewportClient = World->GetGameViewport();
		if (GameViewportClient)
		{
			GameViewportClient->bDisableWorldRendering = true;
		}
      }

Any suggestions on how to reign in the CPU usage? I need to be able to enable it back on as well.

Also, bonus question looking at Unreal Insights. I am looking at the profiler and it is unclear on how to map sections of the frame time to CPU usage. How do I do that?

Thank you,
Matt