Thanks.
I’ve sent you a PM.
Hello again guys,
I just wanted to give some feedback and to point a few things here and there just in case some other dev encounter this.
So, everything that Ocean and Raven said above was 11/10, extremely helpful. I have watched both of Raven’s videos from and then dived a bit with Ocean into my project to clear up some things.
A month later I’ve managed to get my player’s memory size map from 2.3GB down to 99mb.
I’ve initially managed to get it to around 180mb using interfaces and looots of soft refs.
From 180mb to 99mb I’ve simply set the LOD bias for all of my textures inside the project (6.500 textures) to 2, where I will also like a confirmation from you guys, please, as long as it is not heavily impacting the game’s visual are there any other consequences for setting the LOD to 2?, like, am I good to go? @ClockworkOcean @3dRaven
However, after doing all of this, the blueprint compile time which progressively increases over time issue was still present.
For that, In my case, I’ve noticed that the reason that happens is that my bp_player has a loooot of nodes.
To solve that I’ve created lots of functions and moved as much logic as I could into components, while in the same time created both interfaces and soft refs.
I highly recommend for anyone that encounter these kind of issues to also watch this video
https://www.youtube.com/watch?v=j6mskTgL7kU&t=767s (both part 1 and part 2)
By the way, there is actually a limit of using blueprint nodes, this limit is extremely high tho.
I don’t know if the limit is for the entire project or for every blueprint
Like, for example, let’s say the limit is 10.000 nodes, you cannot use more than 10.000 nodes across the entire project or that’s specifically for each individual blueprint.
So, if you ever ever reach that limit there’s definitely something wrong with the project, I also didn’t know that but the guy in the video above is talking about this so you might want to watch it.
Thank you.
Lookin’ good
The only downside of LODding your textures like this, is that maybe they aren’t as sharp when you have your node on the object in question. That’s all…
Right, thank you
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