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Overhead of UObject

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  • replied
    Originally posted by zazabar View Post
    There will be a max of a few hundred in a single map (non-instantized)
    Our levels typically have thousands of Actors and tens of thousands of Objects.

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  • replied
    Premature optimization is premature....

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  • replied
    Did you try doing a sizeof(My-UObject-Subclass)? I don't feel like checking myself but it shouldn't take too much time. I'd be a lot more concerned about performance if you're going to spawning a whole ton. You know, things like will there be a huge spike if I spawn a hundred in a single frame? Do I need to spread the allocations over multiple frames? Am I making a multiplayer game (If so, I'd be concerned bout network replication as well)

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  • replied
    The overhead is irrelevant, if you need something to be a UObject then make it so, if not don't. If it's not exposed to the editor in any way it probably doesn't need to be a UObject.

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  • replied
    Originally posted by zazabar View Post
    Hey guys,

    Quick question, does anyone know the overhead amount of a base class UObject? I'm deciding for something if I could just extend that to make it easier to get into the game, or if I need to make a custom class with less overhead. There will be a max of a few hundred in a single map (non-instantized), but they also do not load/have a mesh or physics. They would just be position points essentially.

    Thanks!
    Unfortunately I can't give metrics on the overhead, but if they just need to hold a small amount of data, you can always go with a custom struct, whose overhead should be orders of magnitude less than UObject.
    You can also then still have functions on the objects as well.

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  • started a topic Overhead of UObject

    Overhead of UObject

    Hey guys,

    Quick question, does anyone know the overhead amount of a base class UObject? I'm deciding for something if I could just extend that to make it easier to get into the game, or if I need to make a custom class with less overhead. There will be a max of a few hundred in a single map (non-instantized), but they also do not load/have a mesh or physics. They would just be position points essentially.

    Thanks!
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