Collisions Between Spheres Causing Unexpectedly Dramatic Framerate Drops?
I have a set of actors that consist of a spherical static mesh with simulated physics on and a C++ component that pulls the actors together, as they might with gravity in space.
The behavior of the level is something like the following:
I was not expecting sphere collisions to hamper performance that much. Can someone explain to me why this is happening or how to best go about exploring the issue? Is there a way to improve the performance?
This is an issue with the PhysX engine and not with Unreal Engine having to do with multiple contact collisions. There is not a generic solution to the problem, so a custom solution must be made.
answered Jul 18 '16 at 07:14 AM
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