Ok, I can see how Performance can be an issue after my Level has gotten larger and now contains many different things like Emitters, and Larger Actors.
My queston is this:
How can we correct slow downs?
If I have static meshes and I sclae them up rather large, is that a Performance punch?
Does anyone have any tips that might be able to help with this?
I don’t want to go in a direciton that will cause major slow downs and not understand how to correct them…
what about the HUD? try using custom events to update values instead of the bind, binding uses ticks which kind of an impact on the FPS a bit, that’s my tip for you.
also as you said above that you are using a large map and lots of actors, did you consider trying cull distance node to less on the performance when far away from them to hide them?
hi, sorry for the late notice! been busy working on my own project.
the higher the further away it will disappear.
the less the number the closer it will disappear and you don’t want that.
if its an open world, I would prefer in my opinion to make it 2000+, specially if its a 3rd person game , where the sight is vertical and the experience of the player seeing something disappear not so far from him would really Su**, so I would set it even higher, it depends on your game overall.
there are so many methods of cull distance to be done, some with collision boxes some other I didn’t figure out yet. but im using “Cull distance” on event begin play of all the actors they spawn or placed in the world, not just those but also the tile! trees rocks, everything! you will see a crazy impact on the performance this node can do!