Android 4.19.2 Character Movement Performance

Seems that using around 20 AI controlled skeletal meshes in my android game is severely affecting performance. I use a simple 25,000 tri static mesh as the “floor” with a standard nav mesh spread across. Using the profiler I am seeing the following results per each AI:

The AI uses a simple “Move to” node in blueprints with a random “find radius in navigable zone” number to move some 1000 units about every 4 seconds. Nothing too crazy IMHO.

Can anyone help me understand if these numbers are normal?

Thank you everyone :slight_smile:

Hey Austin, good afternoon!
Did you ever find out what is happening?

I heard there is a MobileThirdPersonCharacter that has a lighter performance hit. Maybe there is a lighter AI to go with it?

I have not been able to find a very cheap mobile ai move to solution yet… One thing I saw on another post was to check that your custom mesh does not have more than 4 vertex per bone weights (it’s something like that, can’t remember the real term) it’s an option in most 3d software when doing rigging. I checked this in my case and it didn’t help substantially.