Sometimes I look at Unity and its incredible to see how they get to have thousands of skeletal meshes and instances navigating, pathfinding, flocking etc… running on perfectly smooth framerates, some even run on mobiole phones over 60 FPS!
Meanwhile in UE, I take my 30K poly character duplicate it 20 times and set a default simple point and click navmesh + pathfinding. The frame rate dies. just dies. It starts dying without any Navmesh or pathfinidng, it starts dying by simply having those 20 actors play a looping animation together.
And I’ve got an RTX card and an I7.
What gives? Is it a skeletal instancing problem? Is there something in the engine that is left out?