I started a new C++ project in UE 5.2.1 last week, and I’ve been working on it for a few days now. I’ve been periodically testing packaged builds, and today I’ve discovered that as soon as the game starts, performance continuously goes down and will not stop unless the camera is aimed directly at the ground.
I created a Basic level, and the only things I’ve added to it are a Player Start and Blocking Volumes for each of the default Floor actor’s four sides:
One of the first things I always do when creating a new project is turn off Lumen, disable Generate Mesh Distance Fields, switch Reflections to Screen Space, and switch the Anti-Aliasing Method to TAA so none of those should be an issue.
None of the class that I’ve created in C++ thus far are doing anything on tick, nor do I believe they’re doing anything computationally heavy that would cause such large and persistent performance loss. I did a trace with Unreal Insights, but I haven’t been able to pinpoint what’s wrong. It seems like it might be related to draw calls and/or rendering?
But as you can tell from the level, there’s hardly anything in it. My current project is modeled after my previous project where I did the same things, had the same settings, and wrote the same kind of code; the only difference is that I stuck with the default OpenWorld level instead of creating a Basic one. My GPU is an AMD RX 6800 XT, but I didn’t switch GPUs between projects, either…