- Edited
[UE4] Performance issue after CreateMeshSection() change
Yesterday (October 24th 2017) I zip-downloaded the latest version of the 3.6 spine runtimes branch and updated my version, which is using unreal engine 4.17.2 with characters exported using spine 3.6.46.
I noticed that the meshes now collided and I was having very bad FPS performance (like complete slow motion). Something that looks in stats like this (I apologize for the image quality and hope the links work fine):
I thought it might be the collision so I changed the SpineSkeletonRenderer component of the actor to avoid collision and to not generate overlaps, since I don't really need any of those, making it look like this:
but the FPS performance didn't improve. After some trial and error I realized that if I just changed the CreateMeshSection() in SpineSkeletonRendererComponent.cpp taking away the last "true" part, which seems to have been added on the last commit of that file, making it look like in the image below :
My performance became very good. Something like this:
I've made the change back and forth a couple of times with the same results, so it seems to me that that's whats causing my problem. Now, I don't mind making that change everytime I update but just wanted to ask if there is another SpineSkeletonRenderer configuration I'm missing that I should change in order to keep it running fine without making any code changes to the plugin.
Basically, I'm not sure if this is a bug or some misunderstanding about the usage of the runtime from my part, but still wanted to get like an expert's opinion on it or something. Thanks.
Thanks for reporting, answered here [UE4] Performance problem, example project, current branch