Rotating a large amount of single polygon physics planes
This program has persisted since way before 4.8, so don't worry about that.
In an infinite runner project I've been working on since a while ago, I have hit many problems, one of which is that as part of it I need to rotate the long octagon that the player is running in at an increasing rate, at any one time there is approximately 350 polygons simulating collision physics at once, and on trying to rotate them all the frames go from thousands a second to 60, despite only simulating collision, and only one at a time actually colliding with the player?
There is also another linked problem which is that with these planes rotating, the player (a character movement-based one) gets pulled along, and I cannot find a way to stop this from happening?
asked May 29 '15 at 03:50 PM in Blueprint Scripting
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