Same Niagara system having very poor performance on one actor and not the other

Hi there!

In my project, I’ve got a base c++ class for a weapon, in which at a certain point I spawn a niagara particle system for a bullet casing. On one weapon, the performance impact for spawning this particle system is almost unnoticeable. However, on another weapon derived from the same base class, the game dips an insane amount, with World Tick Time taking up a crazy amount of resources, as demonstrated in the video below.

The code that spawns the particle system looks like this:

UNiagaraFunctionLibrary::SpawnSystemAttached(EjectedCasing, MagazineAttachment, FName("ejection_port"), FVector::ZeroVector, EjectionSpawnVector, EAttachLocation::SnapToTarget, true, true);

If you’d like to look more in depth, the whole file is here (the above code is found at like 382): isolation-game/SWeaponBase.cpp at main · whoisEllie/isolation-game · GitHub

Below are screenshots of my particle system and the two weapons.



I’m honestly really confused as to what it could be, and I’d appreciate any help,

Thanks,

  • Ellie :slight_smile:
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