Time Slicing RemoveFromWorld To Match AddToWorld

Hi,

So we are seeing performance spikes in RemoveFromWorld, upon investigation we have noticed that RemoveFromWorld isn’t Time Sliced/Multi Framed like AddToWorld is. We have been playing around with code changes to Time Slicing RemoveFromWorld to match AddToWorld and it provisionally looks viable, but will need extensive testing.

That said we want to confirm that there isn’t a reason why Epic haven’t implemented this themselves already? Is there any known safety issues which would prohibit this in the current engine/framework design? Or is this something that is on the roadmap and is going to be implemented by Epic in a coming release to fix this issue?

thanks

I’ve stumbled upon this same question. My current bottleneck is foliage and I’m currently playing around with different foliage cell sizes and HLOD bakes, but still no success. I’m using an open source version of 5.3 and considered customizing the code for RemoveFromWorld too.

Did you go through with it?