That way, you'd be able to keep the pieces while optimizing cpu.īut before the building is broken, you don't have anything to worry about cpu-wise - no matter how big or how many pieces.Īnd as I said before, this concept is literally one of UE's features. One solution is to just delete all the individual pieces, after a certain amount of time of being disconnected.Īlternatively, you could take all the pieces that have stopped moving, and snap them back to a grid, reconnecting them to the ground plane in a shared physics mesh. So you'd need a way to get rid of those individual pieces before they start weighing down the system. If you had 1000+ bricks that were disconnected - or simulating each their own instances of physics, then sure, the program would lag and probably crash. This is what makes Brick Rigs possible in the first place. That means rather than simulating physics for every brick in the vehicle, it casts a single collision mesh over the entire construction.Īs far as the computer sees it, 1000+ connected bricks may as well be 1 brick. I'm relatively new to Unreal Engine, but this is how I understand the program being run:īefore a vehicle is broken apart, the computer sees it as one object. And contrary to what seems to be popular belief, this does NOT have to be laggy or cpu-intensive. I mean the buildings being made up of individual pieces. Originally posted by nothing_cool:When you say "destructable" do you mean knocking them over or having the building made of pieces that can be broken apart?
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