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A simple question regarding moving static meshes...

Hello,

I have got a simple question regarding moving static meshes and performance.

This is a simple BP Actor with a static mesh and I want it to appear to move, From X location to Y location based on player distance from the mesh. The three ways I can imagine it to happen is -

  1. Using a "move component to" node. (Triggered by a box collision) (Physics moving but no constant calculations)

  2. Using a timeline to move it. (Triggered by a box collision) (Physics moving but no constant calculations)

  3. Using materials to move it. (By using world position offset) (Physics static but I would assume constant calculation of material)

So, which of the following three methods would be the best (performance wise) considering this has to happen on a mobile device. I do not care about physics interaction, I just want the mesh to move/appear to move relative to the player distance from the static mesh

Thank you for your help in advance.

Product Version: UE 4.19
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asked May 06 '18 at 06:44 AM in Blueprint Scripting

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SHOBBIT
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avatar image goncasmage May 06 '18 at 08:48 AM

Have you considered using the FInterpTo node? Or simply changing the static mesh's location?

avatar image SHOBBIT May 06 '18 at 08:57 AM

Yes, I have. I know there are multiple ways to make a static mesh change its location. I want to know what is the most performance friendly way with mobile devices. I hope you understand my POV. TY for the reply though.

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I'd say the absolute fastest is doing it in C++, but if you're doint it in blueprint, just use the MoveComponentTo node :)

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answered May 06 '18 at 08:59 AM

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goncasmage
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avatar image SHOBBIT May 06 '18 at 09:41 AM

Alright, I'll do it in CPP. I was just wanting to do it in BP as I thought it is a small thing and also was feeling lazy. But still, a resolute answer from someone would be nice :) I was really pondering about using a material to make it appear to move and whether it would be a better option than the other mentioned above.

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