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HISM Component causing extreme lag for no discernible reason.

Hey all.

I have a pretty weird problem and I think it's gotta be a bug. I have a bp that will spawn scaled up cubes in a grid at the bps construction. Then on beginplay it will run some traces to spawn details of the "land" when the relevant components are placed they're performance cost does not behave correctly.

For some reason the Component's that are added at beginplay take up much much more memory then the other ones added in construction script. Despite all being duplicate HISMs with just different textures. It makes my fps go from 120 to around 15. The shader complexity tells me these specific HISMs are "extremely bad" in the shader complexity and RenderQueryResult spikes to around 30-60ms when I go near these meshes.

So in short: HISMs added at beginplay take up loads more of memory when rendered compared to ones added in the construction script.

Some other info:

There's about 200 - 600 instances of these HISMs added at beginplay.

They are the basic shape plane or cube.

Their textures are extremely simple. (Literally just a base color)

The HISM Components also have culling settings setup in them as well.

Images

Any help appreciatted on this.

Product Version: UE 4.22
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asked Aug 07 '19 at 02:24 PM in Rendering

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PerCat
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