Trying to remedy my CPU bottleneck.

My game is CPU intensive, and I am unsure what is causing the issue. The trace file shows the average frame CPU time is chewed up by predominantly Slate, but even that is only 2.3ms.

My game is not very intensive, I just don’t know why it has such a big draw on CPU.

One player commented they were only getting around 30 fps, but it was steady. The game has an fps cap at 120. They said their CPU was less than the minimum required specs (which I listed as Intel Core i5-8600)

I don’t know exactly what they are running, but either way I’d like to try and figure out how to improve CPU time. Any help is appreciated.

Here is the trace file if anybody is interested:

Hey,most of the time CPU is waiting for GPU to finish tasks propably so reducing render should boost CPU time(Antyaliasing,screenpercentage,quality settinngs) . https://m.youtube.com/watch?v=jhg0VlEn1cU If you want more tweaks for just CPU as example UMG widgets which run on game thread they tick all the time. Solution might be implementation of Viewmodel, Common UI and use parameters , refresh data only when needed(changed) and place widgets on the stack. But if someone use old CPU which cant handle UE5 tech that might be a problem( shader compilations,Nanite lumen). You can Ask if they own other UE5 games and what happens there also. You can check also this video https://m.youtube.com/watch?v=SwWW36mbDhU&pp=0gcJCTkCo7VqN5tD and also this document might help https://www.intel.com/content/www/us/en/developer/articles/technical/unreal-engine-optimization-profiling-fundamentals.html