Serious performance bug with Instanced Static Mesh
Please let me start by saying that it is absolutely critical that I resolve this issue. If this issue is not resolved, our entire game design will not be feasible.
Summary of the problem:
Adding instanced static meshes in a random order by location gives 25% of normal frame rate, compared to adding them in order by X,Y,Z location.
It took me days to track down exactly why I was getting 30 fps when spawning 100k blocks using a random location, but when I spawn then in a grid, iterating over x and y, the fps is over 100. Everything else is exactly the same. PLEASE help me fix this problem. I would have to find another engine if this can't be fixed. I am providing a github link and screenshots.
Steps to reproduce the bug:
1.Load the attached project.
5.Enable the bool "Use Random Order" in my ism_spawner blueprint.
Hi mgumley ,
Thank you for submitting a bug report. I have reproduced the issue and logged it as UE-43692 which you can track on the following link: Unreal Engine Issues. Please be aware that since the issue must be reviewed and prioritized by our development staff, it may be a while before it can be addressed.
answered Apr 05 '17 at 07:13 PM
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