Panner Material lower fps than gameplay?

Hi there,
I have a strange effect since always (oldest Version ue4.15).
I have a 2d game for mobile where my Background is rendered on a plane infront of my camera,which does not move.
In order to achieve an optical illusion of moving, i have this star background material with a panner node.(and other materials which work the same way.
But when I test on my android device (SONY Xperia z1 compact) I experience the strang effect that my gameplay(character,enemies movieng etc) is all running with 60fps while my background is running with it’s own fps and choppy! But the wors thing is that this is happenng just SOMETIMES, but also ALWAYS after debugging with usb and starting the game first time after debugging. I’ts very annoying and I don’t have any clue how to solve this problem. I’m pre release so any help would be appreciable.

looks like the only reason behind it could be the material setup properties, not the graph.

can you check these? they appear a few widgets under the preview sphere by default

These are all my Settings in my spacematerial. I really have no clue what to check or change.

i give up. everything looks good to me.

i hope somebody with more knowledge about material frame-rates help you.

Oh man. Thanks for taking a look. Still no solution.

Yo, I found the solution: Just link a Time node to the Time Input of the panner and check the “period” box in time and set the value of the period 1/Speed from panner node.
Found the solution in the docs:

Issue: “Material Animation with Time Expressions looks choppy but framerate is good elsewhere.”

great, can you mark it completed then?

I had this problem for a long time and this has solved it for me, thank you very much!