performance drop when i look in a direction

Hi. Basicaly when i look at a direction (say north) i get a performance drop. It doesnt matter where i am on the map and what is in my view. it still drops

Hi! This problem isn’t a fun one, and I think that most developers run into it from time to time. Luckily, Epic has equipped Unreal Engine with some awesome tools to help us identify what the issue might be. You mentioned it doesn’t matter what is in the view and that it still drops regardless, so it may be something that you’re not seeing (or if you have a large landscape with a complex landscape material with textures that aren’t in the power of 2 (128x128, 512,512, etc). Without access to the map, my best guess is that there may be something in that direction that isn’t visible. Two questions to ask yourself are: “Are there are BP scripts running in the viewport in that direction”? “Am I using an intensive skybox or similar actor?” If the answer is no, I’d also recommend migrating that map to a new project and seeing if the issue is still present. Perhaps it’s a project issue? If all else fails, Epic has great documentation on performance and profiling you can find here, and there are some great live streams on optimization. This is about all I can add without seeing the level. I hope something in there helps!

Whole scene cascaded shadow maps are quite dependent on where the camera is pointing.

Number of objects, rendered for shadow, is minimal when the camera is oriented in the direction, opposite to shadowcasting directional light(looking at the sun), and maximal, when looking in the same direction, as the light(facing away from the sun). In case with landscapes with large number of components, it can be quite apparent.