Amortizing Spawning of actors that become Relevant

Hello, I’m curious if there has been any changes into the recommendations made in this referenced post regarding a high amount of actors becoming relevant at once. We have a game with a very high actor count in the play area and you can enter this area very quickly which causes a big hitch.

Is there an Iris way to control this at all since this referenced post was made? We were thinking some kind of client side pooling of actors that automatically linked to the servers actor channel of the client spawned actor but weren’t too clear where to proceed. Thank you!

referenced post [Content removed]

Steps to Reproduce

Hi,

There are unfortunately not a lot of built-in ways to optimize this process, and much of the advice given in that post is still accurate.

You could set up some custom RepGraph logic to handle replicating these actors, such as a custom node that ensures only a certain number are replicated to the client at a time. Iris provides a filtering API, but I don’t believe this would allow for the kind of per-client control you’re looking for here.

There’s also this knowledge base article which may have some info you find helpful, including some very basic guidance on how a pooling system could work: https://dev.epicgames.com/community/learning/knowledge\-base/eZyq/unreal\-engine\-avoiding\-hitches\-in\-networking\#spawningreplicatedactors

Thanks,

Alex

Thank you, that makes sense. I’ll think i’ll look into pooling!