Overview: my bots are ultra laggy in UE4 I was thinking about getting a simulated bot from client or something that predicts…
If anyone ever did this and gets no laggy bots “AI controllers” please tell me. Such as titles like mount and blade 2 and Rome total war have bots that do not transmit laggy bad experiences.
How to do it properly?
Ok the things I need are then? Is there any plugin already?
A client brainless character that just follows non random lines ?
A client brainless character that will automatically attack when player close synching like with server one?
When it comes to the character base class, you could make a lot of optimisations. But if it’s something like a colony-type enemy, or you have more than 200 enemies on screen at the same time (depending on your mesh complexity), it’s best to avoid using the actor class entirely and start exploring Niagara systems. If you are using UE5, you could push the limit to 500-1000 actors on the screen without the need to use Niagara.
Polygon count will affect performance. But to be honest, the “character movement component” is already considered expensive. If you could tackle the tick function of this component, and since you are using UE4, shadow deactivation can help a lot, too.
My best guess for that total war is that they are using a different game engine with totally different frameworks. The software does not work the same as Unreal Engine. Their custom-made engine was specifically designed for an extreme number of pawns visible on screen. The closest example you could get with Unreal’s colony-type enemy is the World War Z game.
But yeah, they are not rendering individual default character classes. Otherwise, the game will not be supported in mid hardware specs. It’s either Niagara or a custom-made character class with C++.