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!!"
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.
answered Apr 13 '19 at 08:17 PM
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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