Simulate Physics On Only One Actor Causes A Huge Frame Drop 120 FPS -> 8 FPS

Hey Guys,

i need your help.
I´m working on a Function where i need to Activate Physics.
But activating Physics on only one actor causes a huge framedrop from 120 FPS to 8 FPS.

I tried to copy over the level, and removed, lets say, 90% of its content (Static Mehses, Blueprints and so on…)
Then i clicked on play and the performance is good.
It looks like the Level full of Meshes and Blueprints causes the Framedrop in combination with Simulate Physics. But what have other actors to do with the one i´m activating?

So what can i do now to use the function in my real level.
Can i set some important Physics Settings?

I mean the drop is so huge, that i can´t use Physics in my game :frowning:

Thanks in advance,
Gazu

Specs:
Unreal Engine 5.3.2
Win 10 64 BIT
Intel i7 13700K
64 GB DDR5 RAM
Geforce 4080

Are you using a simplified collision mesh for the actor that the physics is being simulated on? Perhaps it’s a dense mesh with per-poly collision enabled?

Thank you @3dRaven

I solved it right now!
It was the “Collision Cull Distance” Inside The Project Settings.
The old Value was 162000 or similar. Not sure who set it that high. A value of 50 makes no difference for me, except that i have no more frame drops.

Can someone explain what this Value does ?

SOLVED!

Thank you Guys! :slight_smile:

It’s probably setting how far away from the actor it should check for collisions with other actors / static meshes.

If you have many colliders in the scene and a larger setting then it would check against all colliders within the set range.

1 Like

Yes, that was my thought too!
I’m not sure if I set this value so high at some point and for whatever reason…

But now, with a Value of 50 it works perfect.

Thank you anyways :slight_smile: