We have a lot of animated skeletal meshes (attendance) in our scene and it is decresing extremely the fps. It’s a VR project so we need a high fps rate. These characters dont’ move around, just play animations in place.
If you can, move animation to the vertex shader of the material for simple animation (e.g., foliage etc.)
Swap out non-animating meshes to static meshes or ISM’s (only use the latter if you benefit from instancing).
Share animation instances to evaluate accross multiple meshes. You’ll have to use C++ for this I believe, and it should be possible.
If you go super-advanced, you can optimize the evaluation of animation by avoiding unneccesary memory allocations in the engine - but you need to modify the engine for this. (This should REALLY be a Pull-request by now).
All are fairly advanced techniques, and depends on your situation. Need to see some images / clips to see why you are using enough animations / skel meshes to hit an FPS drop.
Are you sure it’s the animation evaluation causing the drop, or is it just the volume of meshes?