Originally posted by zazabar
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Overhead of UObject
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sandboxgod repliedDid 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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enlight_2014 repliedThe 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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staticvoidlol repliedOriginally posted by zazabar View PostHey 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!
You can also then still have functions on the objects as well.
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zazabar started a topic Overhead of UObjectOverhead 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!Tags: None
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