Ok, I got the ISM node to work. I turned something like 34,000 trees into 1 mesh. Draw calls dropped from 136,000 to ~1500.
I don’t know why it didn’t work the other day, but it seems to do the trick today. Trees kept their LODs and everything seemed to work fine visually.
We seem to have a problem with the trees though, which isn’t necessarily related to your node.
With all those trees instanced in the world using either normal instance, or hierarchical, the FPS is about 4-6. When I use the Victory ISM node the FPS jumps to 15. If I just don’t spawn the trees at all, the FPS is ~55.
I was hoping combining them all into a single ISM would be the answer, but it doesn’t seem to be the case, at least not completely. Will have to investigate possible issues with the trees on this end.
Victory Absolute Paths! Live as of March 3rd 2015 build
Get the File Path to your project .exe, your project root directory, and more!
These paths are dynamically updated even if you move the entire project to a new location on your computer!
All these nodes are fully compatible with packaged builds and return absolute paths!
These nodes also work in Development/Editor builds!
**More Power For You in BP**
Now you can easily create your own folders/files, relative to the project root directory or your project's .exe!
Please note that in editor builds, the .exe returns your UE4Editor.exe location, but in packaged games it returns your game's .exe
I recommend using the Project Game directory for most of your relative path needs! This works the same in Editor and packaged builds!
You can also get your Saved and Logs folders for your project in both packaged and editor builds!
Is it possible to take the Pawn Sensing function under actors and make it where it can see 360 degrees around? Right now it seems to be locked at 90 degrees. I’m sure it makes sense for a human to not have peripheral vision going to the back of there head however maybe other creatures may have eyes on the back of there head.
Screen Brightness or Gamma. Not sure if this can be done already.
How difficult would it be to add a node that can present 2d image data (aka textures) as an array of vector4s? I would imagine that functionality would be very useful for a lot of people. Just a thought. Cheers,
For 360 awareness you can use something much simpler, just a distance check! You just want to get all actors of class and do a vector length squared check with your AI unit
Let me know if this works!
Ah yes, that is on my list
What do you mean by Vector4s? Are you talking about the Material Editor now? Even though it looks like blueprints that is a completely different system that I cannot so easily add nodes to If you meant something else let me know!
Do you mean Linear Color when you say Vector4?
You want an image turned into an array of Linear Colors?
Well I said vector4 since that seems to be how texture data is presented. Basically, I want to be able to get the pixel values of a texture map in a blueprint. For instance, I would like to use a texture map to control placement of actors in a level. As far as I can tell, there’s no way to do that currently. Am I wrong?