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Follow movement best performance

I am developing an Android VR game mainly focused on the LG G3 hardware, so performace is an important aspect.

In my level I would like to have several multiple objects following each other, to be exact in some cases there might be up to 64 actors following each other.

So I have tried a setup where I am using constraints to lock and move them after each, but the whole setup feels to rigid and I am hardly getting the result I am looking for.

Another idea I had is to have a Skeleton built in Maya and kindof ragdoll it.

Currenly I am building a version where I am spawning Actors. All these actor BPs have a script that makes them Lerp their Transform towards another Transform on a Timeline. (I have also tried to use it on Tick to be able to control the update/sec amount a bit better).

My last idea is to create a Particle system that emits meshes. The emmitter would emit not according to time but to positionchange, this way it might give the illusion of element following each.

Im totally exhausted in finding the best solution. So if you have an idea what could be the best solution for this case, please share it with me!

P.S.: This is going to be a multiplayer game, so I am of course going to share the workload with the Client devices, but still I ll need to minimize the performance impact.

Product Version: UE 4.14
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asked Feb 16 '17 at 05:40 PM in Blueprint Scripting

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Since this is multiplayer game I'd do the skeletal approach and only sync the surrounding capsule with the movement component instead of each snake segment.

If you have to sync every segment, than each segment should be a static mesh which position, orientation and velocity has to be synchronized.

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answered Feb 19 '18 at 04:03 PM

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Roi Danton
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