Deformable Meshes leading to long updateInvalidatedFastCluster calls

updateInvalidatedFastClusters (from what I know) will only run if a part/mesh gets de/parented under a model with a humanoid. Believe the only way around this is to not parent the skinned meshes under a character/humanoid or reduce the complexity

If these meshes aren’t under a humanoid, what I said above doesn’t apply

Edit: Based on this post, skinned meshes use fastclusters even if it is not in a humanoid. Documentation is missing this info

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