4.18 performance ( Char Movement )

I just recently upgraded from 4.17 to 4.18 and was hit with a huge performance impact with no code changes.

As you can see , it has same call count. same number of charcters in the map. I narrowed down the cause to the CharMovementComponent.

Is there any reason this is happening? Any clues?

I have done some profiling , where i did the same thing , but not automated.

with this I have found the culprit to be ComputeFloorDistance

Any clues why this could be happening?
If anyone is interested to help I have 2 profile ( 4.17 and 4.18 ) for you to compare.

bumping this thread up. It’s saddening i’m unable to migrate to 4.18 because of this issue. I have dug further but unable to find a reason for this, even removed my custom char movement component to no avail.

If this continues I might be permanently stuck on 4.17.

Hi, did you ever find a solution for this?

you had the same issue? i haven’t found any solution. asked a few places , no solution.
There’s too much code changes in 4.17 to 4.18 for me to track where is the exact problem.

I’ve done a bit more testing and submitted a bug report here which you may want to follow

Hi there, this has been fixed in 4.19

I’m also running into this issue. “Compute Floor Distance” is taking up a lot of time for my few AI characters on Android…

I’m running 4.19.2… So I will submit a new question and see if I am experiencing normal numbers for the character move component for an AI skeletal mesh. I’m seeing on average ~2.5ms for each ai’s movement component calc. The "CharFindFloor calc is taking on average .800ms per actor, seems to really degrade game thread performance. Here is the link to my new question if curious: https://answers.unrealengine.com/questions/796363/android-4192-character-movement-performance.html
Thanks.