[MOBILE PERFORMANCE] Set Master Pose Component not working on Mobile?

Hi, we’re having some major performance issues simply running a number of characters on mobile for a title we’re working on. Each character contains approximately 13 skeletal meshes (varies, some items are optional, and everything’s randomised), linked to the same skeleton using set Set Master Pose Component through its blueprint (Ran once when we create the object).

Now on PC, or even in the Mobile Preview, this runs fine, and comparing the Stat Anim to one without the Master Pose Component setup is significantly different:

However on Mobile, no matter what we do, every stat in the Stat Anim readout is running once for each component, and appears to be the cause of unacceptable performance issues:

I’d assume we could also look into merging the meshes together in code and assigning a single skeleton, or forcing each skeletal mesh to use the same skeleton rather than Master/Slave them, but for the time being we’re blueprint only. Is there any way for this style of system to run efficiently on mobile?

Hi, i’m about to explore something like this for my mobile project (character variations using shared accessories and hairstyles set using SetMasterPoseComponent).

Did you ever find a solution to this problem?

No, we ended up having a programmer friend write a merge-meshes node to bypass the issue, and this project was shelved after the prototype was completed. I’m not sure it’s still an issue though, we’ve not looked into it since 4.7 and there have been significant mobile improvements since then.

If the issue isn’t fixed, and it’s simply accessories and hairstyles you are using, you may be able to get away with simply attaching them (unless they need to animate as well), it was only an issue for us since we were building bodies from pieces and they all needed to animate from the same skeleton.