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How to optimize large character bp?

I have a pretty expansive character bp and it lags like crazy. It's honestly not that complex just sets up the characters stats and names but for some reason it lags like crazy.

The character is extremely low poly(24 tris) and the stats are generated through random ints and the features are decided based on what's pulled from enums. which believe me is 9 different stats and like 5 different features nothing here is crazy complex.

The only thing that I can think is lagging it is I have a fairly large data table to decide names which has 1,352 entries. And I'm apprehensive to shave that at all cause my project your supposed to have hundreds of npcs at a time and I don't want tons of repeating names.

Furthermore my game goes from 120 fps to 30 when I spawn a single character in which is just terrible. Any help appreciated.

Also it is for a fact not my pc cause I can alt-tab back into a game and play fine while I compile it.

And please I don't want a million people spamming, "Hur-dury-hur hur you need to use C++ for aactual effecient code heheaheeqeae!1!!1!!"

Product Version: UE 4.21
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asked Apr 13 '19 at 07:47 PM in Blueprint Scripting

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PerCat
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2 answers: sort voted first

I have a DT with half a million entries and it has no impact on performance, why should it.

Check your Ticks for loops and casting - it might be a culprit.

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answered Apr 13 '19 at 08:17 PM

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Everynone
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avatar image PerCat Apr 13 '19 at 08:28 PM

My character bp does not have any casting or run any ticks.

avatar image duderseb Apr 13 '19 at 10:01 PM

Have you tried unchecking Start With Tick Enabled on the class initial values? For testing, can you re-reference to a second temporary data table with just a few entries to pinpoint whether the problem is as you suspect?

avatar image PerCat Apr 13 '19 at 10:54 PM

Well I'm looking at ue4 in task manager and when it lags and freezes it's only using 16% of ym memory and never goes above that amount which is weird cause my pc has 32gb

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Hitches and lag can still be caused by other in-engine factors or other outside/hardware bottlenecks (like I/O, GPU, etc). Your best bet to diagnose this is to start within a PIE session using stat commands. Failing that you can use the profilers for a deeper dive into how the engine is using the hardware itself.

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answered Apr 15 '19 at 05:51 PM

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duderseb
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avatar image PerCat Apr 15 '19 at 10:52 PM

Thanks man I'll have to check this out in more detail after work!

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