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FPS Spikes since 4.1 on Android

Hi there,

Since updating to 4.1 I'm getting really awful spikes when testing the game on my Galaxy S4. Each time a spell is fired (projectile/particles/sound/animation). There are really huge spikes. Prior to 4.1 there were none at all (at least nowhere near this level).

I tried to revert back to 4.0.2 but too many assets had been changed and would no longer open. I got the project to build by changing a few things but my map and general assets were not able to open anymore.

I know people have had FPS issues in the editor. Which I don't seem to have. I did try the fix for the sake of it but it didn't make a difference.

Really troubled now as my game is unplayable :(

As always, any and all help is very much appreciated.


Edit: Should also add. From my experience (and perhaps I'm doing it wrong!) but there's sometimes a small spike when things are instantiated for the first time. Then (I assume) their cached/pooled so subsequent requests are faster. And so with that in mind, could it be something to do with the cache/pool? Actually, how does object pooling work in UE4? I had to write my own in Unity.

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asked Apr 28 '14 at 06:34 PM in Using UE4

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