Hello,
We have sometimes big spikes on a single call to UpdateActorInAccelerationStruture.
Here is an example with a skeleton mesh update, where for some reason one of the bone cost is much higher than other, on a single frame only (previous/next frames are perfectly fine and constant):
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This one is just for a character single capsule transform update :
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I have provided a utrace for you to see if you can get anymore info.
This one is for a Dev build to you should have more info, but we can see similar on Test build either.
I know it’s a bit light and hard to deal with, so feel free to ask for more information.
I don’t feel like this is related to any locking mechanism, we have already checked this.
I have also checked if ReoptimizeTree() is called but it does not seem to be the case.
Could this be related to any ForceRebuild processing ? Is there a way to trace this ?
Additionally, I wonder if there is anything we can do to tweak our acceleration structures (AabbTree?) using provided cvars.
p.Chaos.AccelerationStructureTimeSlicingMaxQueueSizeBeforeForce ?
Thanks for helping