SlateDrawWindowsCommand taking up lots of frame-time

Hello,

Im currently working on optimizing my iOS game before I publish it and am running into some serious lag when I test it out on my iPad Air.

I ran the command “Stat Unit” and got these results leading me to believe that theres a bottleneck with my rendering thread:

Frame: 49.80-50ms
Game: 5.10-5.75ms
Draw: 49-50ms

Since, I have profiled my game in Unrealfrontend 4.12.5 and checked in on my rendering thread and found SlateDrawWindowsCommand to be eating up a lot on frame time. Im glad I found this, and I feel like this would improve my FPS, but I have really don’t know what to do about fixing it.

If somebody out there has had this issue and/or know how to go about fixing it I could sure use the help, thanks!

I’m in a similar boat. Would love to hear from Epic on this.

Hi, have you ever find a solution for that?