Candles cause a huge performance loss

Hi guys,
I created a collection of candles for my scene, with a particle system within a blueprint.
Every flame is casting a tiny dynamic light and this is the problem. I placed few of them and this kills the performance.I thought I could bake the light, but no.

Without, I have 120fps. Now I have 10-20fps. I thought I could bake the light, aber this is for now not the case.
What can I do to solve this problem?

Best regards

first of all using the lights inside cascade is a no-no in general since it used outdated code. (doesnt even support lighting channels) and its extremely heavy on the cpu.

not to mention you are spawning at least 35 of them per candle.
I’d replace them with either a static light on top of em in the level or trough a simple plop-m-down blueprint.

you are also (probably) not using LOD’s inside cascade to remove the light once its far away.

My suggestion: optimize the candle flame by just using a simple 1 frame image and some uv-distortion so it creates the idea of movement, remove the light from cascade and just place a static light above it in either the level or combine the candle and light for a simple blueprint you can plop down.

In theory you dont even need the candle flame to be an emitter if its just a one-frame image placed on a mesh or billboard.

Sometimes, I feel a bit stupid :smiley:
Thanks a lot! This works like a charm and good to know particle lights are outdated.