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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:

alt text

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.

alt text

Can anyone help me understand if these numbers are normal?

Thank you everyone :)

Product Version: UE 4.19
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asked Jun 03 '18 at 01:50 AM in Using UE4

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

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answered Oct 29 '18 at 12:57 PM

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avatar image mightyenigma Oct 29 '18 at 08:33 PM

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

avatar image Austinlele Oct 29 '18 at 09:16 PM

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.

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