I have imported a machine from my mechanical design software (Inventor) through 3DS Max into UE4. No real issues (after a lot of optimization) and it runs silky smooth while walking around and viewing - head tracking is good and I’m achieving a solid 75fps (CPU load around 76%, GPU load around 83%).
I now wish to animate some components to simulate the machine running. I have started with 2 simple BP’s on a static meshes to get started. (One shown below, other similar.)
These assemblies now move as expected but the hit on the frame rate is severe, I am fluctuating around 55-75 fps and the GPU load max’s out!
I have looked through many posts here and from what I can gather it could be the change from being a non-moveable static mesh to a moveable ?
Is the hit on performance really that severe, or am I approaching this the wrong way?
Is there anything I can do to the meshes to help?
The room is a simple box from BSP’s and I have 3 lights of which only 1 is casting shadows. I know I have some areas where I can reduce the mesh density and cull some faces etc. Though nothing that I believe would get me down to a level where I can have enough moving parts to give full machine simulation if the hit is this great with just 2 moving parts.
Any advice or pointers would be greatly appreciated.
I’m very new to both UE4 and 3DS Max, this is my first project using either piece of software.
CPU - I7 4790K
GPU - 780TI
RAM - 16mb