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Best way to shrink an object? (Optimization)


I am trying to shrink a ton of static meshes (up to 100 actors) in a player's view and was wondering what's the least taxing way to do so. I usually wouldn't consider this a problem but since I'm making a virtual reality game, shrinking that many objects at the same time will need me to carefully inspect my methods to prevent juddering.

I only know of two ways at the moment;

1) Create blueprint for each mesh, then subtracting the scale of its static mesh per frame until 0 using Event Tick or Timeline (Seems very taxing to me)

2) Create two static mesh (one full size and one small size) and morph each mesh to the target size using timeline graph

I also tried creating ~20 static meshes in a blueprint, then use find components -> apply method #1 to each component, thinking that this would be better than making 20 individual blueprints. Am I wrong?

Sorry if this isn't a good question, I'm pretty new to game development and hope someone familiar with the engine's code would help me out =) Thanks

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asked Mar 01 '15 at 04:10 PM in Blueprint Scripting

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avatar image Narghile Mar 02 '15 at 12:38 PM

My guess would be that they are all going to have to put in a BP and run of Delta Time.

You only need to make the function once, and call it in each BP. Put it somewhere that you already might be casting to.


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