Extremely Slow When Having over 1000 Objects in the Level
When I simulate the level with over a thousand objects in it, the editor runs extremely slow, and I checked that I have enabled the right graphics card. Is there a cause to this? And is it still gonna be like this after I have my game packaged?
asked Nov 29 '18 at 10:39 AM in Blueprint Scripting
Well c++ is much faster but with the amount of Ticks running events i dont believe he will see any performance gain, I believe first: make sure that you dont have any errors, you know does "Accessed none trying to find my nose" errors not the exact error but you know what i mean, Those errors can definitely ramp up serious frame Loss really fast.
Second:, uncheck "start with Tick Enabled in your blueprint defaults and use "Timers" Setting the interval anywhere from "0.011 to 0.023" (Anything higher will tick slower) across all of your actors, using random float or something, this way all actors arent running at the same interval. maybe even implement a function in your game mode where according to the actors distance it would set its interval, kind of like a priority system.
Third: LOD's make use of them vigorously.
Fourth:Skeletal Meshes, use Bone LOD's (Reduce bone count the farther away it is from player camera)
And in the as jozi341 said C++, At least the big calculating cpu intensive operations
Just a few things you can do hope it helps any! Good Luck!!
answered Nov 30 '18 at 11:59 PM
Push em into C++. C++ is much faster than BPs and when it comes to thousands of actors with functions, there is no way doing it in blueprints without performance drop. If you don't know C++ but have any basic experience in coding in any language, start learn it :) There are a lot of tutorials for beginners and it looks scary from start but within few days/ weeks you will be able to make simple functions for your actors... Check comparsion between C++, nativized BPs and pure BPs:
The other MUCH simplier way is to nativize your blueprints, basically translate them into C++ code. Check documentation: https://docs.unrealengine.com/en-US/Engine/Blueprints/TechnicalGuide/NativizingBlueprints
Follow this question
Once you sign in you will be able to subscribe for any updates here