Any tips for increasing the performance when using continuously updating custom mesh components?

Hi, I have a set of custom mesh components that I create in the construction script. Each of these meshes are then continuously updated in every frame of the game based on the location of the player character. But when I have more than a hundred of these in a level, the performance takes a huge dip. I was able to push the count up to a couple of hundreds by disabling shadows on them. But if I wanted to have more of these meshes in a level, are there any properties that can be tweaked to increase the performance? I’m working on this using blueprints, so any solution that could be tried out in blueprint would be appreciated. Thanks.

1 - use multithreading for different arrays you need to produce.
2 - make sure that you are not generating traiangle buffer and uv array when it is not needed ( many times it happens that the triangle array and uv array does not need any update. e.g. you have a sureface which you simulating a wave in its triangles : it means that triangle and UV wise you don’t need update. just the location of the vertex array needs update )

Hi plangton, do you know if it’s possible to disable triangle buffer and uv array generation using blueprints?

you need to generate them yourself, so after generating them once, use a boolean flag for not going to the call flow regarding generating triangle mesh and uv again.

Oh did you mean not to destroy and create them every frame and instead just store them and update only the vertex positions? That’s what I’m doing right now, but even the updating process is really taxing when called upon every frame for a 60 fps game.