Why could my very simple 2D mobile game have such a low framerate?

Attached is a picture of my game. As you can see, it is very simple, and is only using the same texture/sprite over and over again.

All of the “tiles” have their tick events disabled until they are needed. On my computer, it is a 70 fps, but on my phone it is a 6 fps.

I previously had this game in only UI, but now its actual PaperSprites, but its still getting immense lag.

I’m looking at these other more complicated games that have shaders, materials, lighting builds, complex maps, static and dynamic meshes, and a bunch of other things with huge overheads, then I’m looking at my game and I’m baffled that mine has such low framerates and theirs don’t.

What could possibly be the issue here? Any ideas?

I’m often looping through all of the tiles, and using a lot of delay nodes. Does that affect performance?

Don’t put delays in tick, and if possible, don’t tick at all, use events instead. Are you redrawing things more than needed?

Hello ,

I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Can you reproduce this issue in a clean project?
  2. If so, could you provide a detailed list of steps to reproduce this issue on our end?
  3. Could you provide screen shots of any settings/blueprints/widgets that may be involved with this issue?
  4. What device are you using when the issue occurs?
  5. What is the OS currently being run on the device?
  6. Do you have a lot of property bindings being used in your UI?

Hello ,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will follow up.

Thanks,