Navigation Invoker performance tips?
I have a large, randomly generated world so I am using a Dynamic NavMesh powered by Navigation Invokers. I noticed that performance really begins to take a hit when you have many of these Invokers so I was simply wondering if anyone had any tips to share/knew which settings are most important etc.?
After playing around with all of the Navigation Mesh settings, I was still struggling to reduce their overhead. Ultimately, I have mostly worked around the problem to an acceptable level by altering the Tile Generation Radius around these NPCs based on their distance from the player - NPCs in the distance have a small generation radius, meaning they can still be seen moving and it still gives the impression of life, but only once they're close to the player does their generation radius increase to what I was originally hoping it would be. It works quite well, but I just wanted to make sure I'm not missing any other useful optimisations.
asked Nov 20 '16 at 09:51 PM in Blueprint Scripting
Random thought, have to tried unregistering those NPCs within a certain area and having a general invoker for that location register and encompass the NPCs so they still move, and have it toggle dynamically similarly to how you have it now with tile radius changes? That way its only one larger invoker dealing with the generation instead of smaller ones all trying to calculate at once? Or did you solve this by other means? Let me know what you think or have figured out. :)
answered Dec 24 '16 at 01:20 AM
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