This player, as example, has built a very large base with probably over 50 dynamic lights placed throughout:
It brings down the frame rate by quite a lot. Switching those point light actors to have a low CustomTimeDilation has no impact on frame rate.
I wonder if there is a way to limit how many rendering passes a mesh/material will have for lights touching it? Any optimization ideas are welcome.
I already disable shadow casting if framerate drops below a threshold, and group lights within a close radius to one another into single point lights at a given distance from the camera. This helps immensely when there are 100’s (even over 1000) of lights across the map, but not so much when the player is close to a densely packed area like the scene in this screenshot.