Can we get the Unit stats as well? Interested to see the game time vs render time as well as the number of triangles you’re pushing.
Yes, overlaps are the issue here.
Clearly, animations and overlaps are really standing out here. To me, if I had to make a guess, is that your collision and overlap settings are set incorrectly. So when your actors move, the components are animated and are triggering overlap events between the components on the same actor. That’s my guess. It’s the simplest thing I can think of that would cause that many overlaps.
You have WAY too many scoped movement updates. That’s very peculiar. These are usually used for custom animations like climbing. Scoped movement is where you do an update multiple times on the same component, but the results of itself or the child components aren’t broadcasted until it leaves the scope. Other than climbing and maybe a parcour game, not sure where else this would be used. But the main point is even then, you’d have maybe a few of these per frame, not hundreds or thousands.
How many actors do you have in your level that move around and have multiple scene components? Check the animations and the collision/overlap settings.
Start disabling overlap events on anything and everything that doesn’t need it. And from what I’m seeing, I’d start with everything that’s animated.
edit: Exclusive means it’s just that method alone. That won’t tell you much unless you sort by exclusive. Inclusive is where you should look at it tells you the time for itself along with everything else it is calling. For example, movement shouldn’t take 9ms. Overlaps shouldn’t take 7.64ms. It shouldn’t even show up at all.