I need at least a hundred AI characters in my game. However this has a huge impact on performance. I know it's not the character models because having AIs without mesh impacts the performance just as much. Is there any known ways to reduce AI performance impact? I'm pretty new to Unreal so I don't know much about it's features. I do however know that you can use behavior trees to create AI behaviors. Right now I'm using blueprint for that so maybe that's the problem? The behavior is really simple though. It just moves the character on a nav mesh and updates the destination every 10th second. No tick calculations or anything. I've read somewhere that the character movement component is pretty expensive. Could that be the problem? Is there a good alternative component to use for movement instead? I know that Unreal has some kind of AI crown feature. Is this something I could use?
asked Apr 01 '16 at 09:13 PM in Blueprint Scripting
Consider moving your AI from Blueprints to a Behaviour Tree based solution, even if it's just using Move To. iirc, the behaviour tree Move To node is capable of running the nav query over multiple ticks so the performance impact won't be as drastic.
On a side note, if @MieszkoZ still hangs out in the Answer Hub he should have some much more detailed advice as to how best to optimise that sort of thing.
answered Sep 11 '17 at 04:21 AM
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