Hey! We were profiling our game and we found that our skeletal meshes were a way too heavy.
We tried to solve this using VisibilityBasedAnimTick to only tick when rendered.
But this does not totally solved our issue because it only calculates the camera angle, so if there is a wall between the camera and the another skeletal mesh, even if it is totally hidden it keeps ticking.
Ok, so we did this:
Ok, this works like a charm. The big trouble is when we try this in multiplayer. Only the skeletal meshes visible to server are ticking. Is there a way to decrease skeletal meshes cost only locally (including the server, which is a player hosting the match) and not replicate this to another clients?