Input mode behavior has changed yet again. Worked perfectly in 5.7. Now I have to double click any time it switches back to game mode. Worse part is I have no clue how to fix this. Iāve been updating this behavior since 4.X, but this time Iām stumped.
Also, stat fps and stat unit has been removed from the viewport in the editor. Not sure why this was done.
Performance in 5.8 is atrocious. Completely unusable. I have a RTX 5080. In 5.7, I was getting 150-250fps in my game. Now itās barely above 70fps in 5.8. I have a tower defense game. So at times, I have a lot of actors active. Performance absolutely tanks. And my suspicion is that anyone using object pooling will be in for a huge surprise. I think 5.8 has overhead per actor, even in inactive actors in an object pool. The reason I say this is because disabling Lumen doesnāt even increase framerate.
edit: Yeah, 5.8 is VERY buggy. I ran a trace and itās showing that animation blueprints that are disabled are still active and itās ignoring SetActorTickEnabled() and just calling tick anyhow. Doesnāt care that actors are invisible, canāt tick and animations are disabled. It bypasses all those settings and behaves as if they were all active. Tick is disabled on all components, but it ignores that and ticks away on components.
Also, I have a planar reflection that is supposed to only get used when Lumen is off. In 5.8, it doesnāt care that itās disabled, it is in the rendering pipeline anyhow.
What a mess 5.8 is.
edit2: Looks like the tick issue is there in 5.7 as well. So thatās not the cause of the slowdown.
edit3: When you press āPlayā in editor, the editor window changes size. Itās very annoying.
I was able to disable the tick events, collisions, character movement, animations, etc. from disabled actors more forcibly (by unregistering those components and reregistering when re-using actors) and fps came back to what it should be. Seems 5.7 is a bit better at ignoring disabled actors in an object pool.
edit4: Update on mouse capture when setting input config. 5.8 has broken the use of EMouseCaptureMode::CapturePermanently_IncludingInitialMouseDown. On 5.7 and earlier, it was EMouseCaptureMode::CapturePermanently that was broken, but it acted like the previous option. So Iād set IncludingInitialMouseDown in the project settings and used CapturePermanently by itself in the code. In 5.8, I think they fixed CapturePermanently, but also broke IncludingInitialMouseDown since they both act identical now. As it is now, 5.8 is unusable for me. I have to click twice every time I go back to game mode. Iāve tried all sorts of thing to give focus to the viewport without success. This was the usual solution in the past. It doesnāt work in 5.8. Itās just broken.
edit5: Itās not actually the input mode. Seems itās related though. In 5.8, it appears it was changed so each mode keeps its own input queue. Because I was activating UI mode during mouse down⦠when I want back to Game mode, mouse down events would be ignored until it received a mouse up causing any code that activates on mouse down to skip every second mouse down event (if mouse down activates UI mode).