Unsure how long this has been an issue but when you add an entity to the scene you get a tps drop spike. I have a basic tps device to show on the ui and when adding something to the scene (Even basic cube) you get a sharp tps drop. If you add Sleep(0.0) before and after it seems to stable it more but if you only have 1x Sleep(0.0) either before/after and have any code itll cause the tps drop. If you add an entity then have no Sleep(0.0) after and have a simple Signal() for example itll case the drop.
When you have a prefab with a few comps attached the drop is significant even with Sleep() im unsure how efficient the sg entities are suppose to be but i thought they are better than bpp but seems like some work is needed behind the scenes to ensure this drop is minimal if possible.
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Stability
Steps to Reproduce
Ensure you have an accurate TPS ui on the screen so you can monitor verse performance somewhat
Then just add a prefab entity to the SimEntity without Sleep(0.0) before/after - Ensuring you have some code to run ie signal/something with a device anything really
Then add the Sleep(0.0) before/after and notice the difference
Then try the same thing on a bigger prefab. I have a prefab with some mesh comps (All disabled) and some comps (Only comp) used to get the entity in code abit like a tag would. The difference is a big spike
Expected Result
It should handle adding basic things without sudden tps drops. When prefabs are complex it is somewhat expected from my view but normal small prefabs shouldnt drop the tps rate like it is
Observed Result
You get tps drop when spawning even a simple prefab/entity
Platform(s)
pc
Additional Notes
I dunno what else you need but dnt feel a video is needed as its simple to produce the issue
I wanna add too that the game feels hitchy even thought the tps is fine the ping is fine and the fps is fine it feels hitching/laggy when running about ect.
Unsure what the cause is but i feel this needs looking at or disc will start filling with scenegraph tycoons that’s are poor to play.
So on my plot prefab i had a bunch of prefabs and this caused the biggest issue so what i did was remove the OnSimulate and then just run a setup() and then for each comp (Again used as a tag in effect) spawn the prefab and attach to the entity this seems to be the best way at handling the thing as the tps drop is very limited now.
Have a Sleep(0.0) in the for() too
Its like the way the system needs to behave is when it spawns a prefab any prefab inside it should be spaced by 1 tick
This is my main plot prefab. I have just added comps now so things spawn/get attached further on with the Sleep(0.0)
As you can see its just comps nothing else yet still taking a hit. Everything else is fine tho using 1 main Setup() then Sleep(0.0) before/after adding
As you can see with this prefab and all the mesh comps with the Sleep(0.0) it makes it have no impact at all. Yet the Sleep(0.0) with the prefab with just comps still impacts it.
I hope this is looked at and taken seriously you have no idea how long ive spent on yt ect getting this in a visual state for you
Even with the Sleep(0.0) its still hit and miss like how does this system work ? some games i can start and it be bad then the next game it not be bad initially then get bad further on like this is frying my brain. I never had any issues with a bpp so i assume something is wrong in the actual system itself and not the code.
I can start/stop numerous times and it be different. When i go to lobby and start from a new session it is worse initially then when you end game/start game it doesnt have the initial worse lag that you get from a complete new session game.
This system is all over the place like i really am struggling to try and manage the drops when you dont know the reason behind it. Sometimes even interacting with something causes a drop.