Why can't my very simple mobile game handle only 50 sprites without the fps dropping nearly 20 fps?

A posted a similar question before, and someone said it was, “definitely horrifically optimized code.” They were very much incorrect.

The test I am doing is just incredibly simple 50 actors with nothing but a papersprite attached, in a square formation. They are all the same sprite. There is no lighting, no sky, no nothing. There is no code to be “horrifically optimized.”

I tried tweaking the size of the sprites and a few other parameters but nothing changed. I replaced the sprites with cubes incase it was a papersprite issue. Still didn’t work. I have tested this without the actors that have the sprites, as well as the actors being present but the sprites hidden, and it runs perfectly without them, in both cases, so it is clearly directly linked to the very small number of sprites in my game.

Steps to Reproduce This

  1. Create new project
  2. Create new blueprint with sprite actor
  3. Attach sprite (my sprite was around 500x500 but the performance didn’t improve when I lowered the resolution)
  4. Place new blueprint in the level 50 times (the frame rate will be dropping way before that, but at 50 it as dropped 20 fps)

And that’s it. Very simple. I am using an LG K10. I am able to play normal games on it. Could the problem be related to my actual device?