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How to reduce CPU load for the UE4 editor?

UE4 had a high CPU load (around 120%) on my Macbook Air 2012 running El Capitan with the latest actualisation when UE4 editor is open with the 2d platformer template. I had to reduce the Engine Scalability Settings to the minimum and lock the maximum frame rate to 15 FPS on the editor but the CPU load is still around 30%. Is there something else I can do to keep the CPU load to the minimum? Maybe some kind of rasterisation on editor UI.

Product Version: UE 4.9
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asked Oct 11 '15 at 01:40 PM in Everything Else

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avatar image addih Aug 28 '16 at 01:15 PM

Same Problem here. In another post one of the members of staff confirmed to address this issue ( https://answers.unrealengine.com/questions/7756/bug-high-cpu-usage-first-launch-and-later.html ). Although, you notice the answer is about two years old it still persists. In comparison, Unity 5 does not expose this behavior at all. I'm wondering why it hasn't been tackled sufficiently yet. Seems like everyone using UE4 runs at least an i7 capable of handling 8 threads which - if the amount of activate threads during idle remains at most 2 - may not seem to be an issue as it only loads up to 25% onto this kind of CPUs :P. Nonetheless, what is the engine doing in the background while idling? Maybe I should get a slightly bigger shoulder to carry this chunk... like... Intel Xeon E5 2667 v4 with 22c/44th...

Update: Ok, one way to reduce the CPU-load from 50% on my system to about 15% when being in Viewport mode is to set uncheck "realtime" (see figure) alt text

However, when idling around in the EventGraph/Blueprint the CPU-load is back on 50%.

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