Would spawning more than a few bots causes low fps?

ive been spawning 50+ custom bots in my game and i drop to 30, whats the poly count of ur bots? i dont know if bone count impacts much either… did u compress animations at all?

my only major framerate hit is when my bots activate ragdoll mode.

I get a smooth 60 fps with Shooter Game example and with 1 or 2 bots, but when I add 15-20 bots my fps drops way low to the low 20’s. Is this because of the performance hit from the way they are scripted?

For example in other games there are a ton of advanced AI on screen at once and there is barely an fps hit, I mean just look at what Halo can do on last gen consoles. I can name alot of games where theres a ton of AI on screen with pathfinding and all, Is this something that can be fixed or is UE4 just not performing optimally yet?

I’m just using the default bots in the Shooter Game example, 70 bones 16k polys each, spawning about 15-20 makes me drop in the 20’s

I wouldn’t say it be poly’s that would be a contributing factor but it could be the AI is unoptimized since that would be either CPU or RAM (that’s engine/blueprint dependent) since each bot running an AI script requires computer resources to calculate where that bot goes, what it does and even if it sees the player or other bots. Then it has to figure out what to shoot, where to shoot and to intentionally not cheat at the game. That is running in your computer’s memory and each bot has to keep running through that cycle over and over again.

Don’t worry if another game can do something since each game has their own tricks to get it to run, a solution would be to disable AI outside of a player radius but for a multiplayer fps that may not be the best idea. Just a thought.

My cpu / ram usage never goes above 50% usage and my gpu is at 80% when I have 20 bots on screen, but yet my fps drops to the 20’s.
Is it really because they are 15k polys each? Or is it just a performance issue with navigation / skinned meshes not performing optimally yet? I’m not sure if it is the way the AI blue prints / code is done either, because its already pretty basic…
In Unity & Cryengine I can have 50 bots on screen with pathfinding navigating and casting projectiles with no drop in fps.

Maybe you have to set up your own Multithreading for the Bot-logic A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums