Hi.
I’m trying to control 10,000 people using AI Controller, and when I check the computational load in UnrealInsights, PhysWalking has a high load.
On a simple static mesh, the load is light, but on my 3D model, the computational load for MoveComponent and FindFloor is high.
I would like to know the part of the C++ code for CharacterMovementComponent and MovementComponent that may change the computational load depending on the 3D model when moving.
Character Movement is very expensive generally. It’s not designed to scale to 10,000 units. It takes considerable effort to even scale to 100.
Most games controlling that many units create a simpler movement component of their own. Paragon did the same thing for it’s minions, for example.
