The build in homing that unreal have, has a large performance cost, so I have tried to make it from scratch, this is what I have so far.
I have a suspicion that I’m doing something wrong with the last add force.
What I’m trying to make is this skull enemy
The normal homing that you can turn on, can quite easily do this.
but I’m afraid that no matter what, homing will always have a large performance cost, but I hope one of you know more about it.
and the projectile component also creates a lot of problems, so I can’t use it either
Everynone
(Everynone)
November 20, 2023, 12:56pm
2
Give this a scrub - see if applicable:
isn’t it the built-in one?
Everynone
(Everynone)
November 20, 2023, 1:11pm
4
What is the built-in one ?
this one, in projectile component.
I can’t see where in the video where he actually gets it to home
Everynone
(Everynone)
November 20, 2023, 1:44pm
6
You asked for a fast alternative. This does not use the PMC or Physics. This is Niagara magic that happens predominantly on the GPU side of things.
well all right, I will give it a look.
Are you sure it can give me what I’m after?
Everynone
(Everynone)
November 20, 2023, 2:13pm
9
If you want a homing projectile that is more performant than PMC, then yes. The basic setup should not take longer than 10mins, why not give it a try…
The absolute worst case scenario here is that you’ll learn something awesome.
Everynone
(Everynone)
November 20, 2023, 2:23pm
10
Besides that:
Also, not sure what your expectations are. Judging by the vid, it looks like 30 or so projectiles - that should not have perf impact to start with unless you’re targetting PCs / mobiles.
There’s also a bit of force script up there that does not seem to make much sense (to me). But again, can’t judge without knowing how it should work.
but I’m afraid that no matter what, homing will always have a large performance cost
How are you measuring performance impact? Are you using a custom collision channel for this?
the projectile component also creates a lot of problems, so I can’t use it either
Like what?
it looks like 30
I see there’s more. This is not a job for a traditional projectile.
A game like the one in the video, needs around 200+ enemy’s at the same time to really work.
the performance impact comes from 100 to 150, I just look a the fps.
the projectile component has problems when it comes to interacting with the each other,
either they stop each other, or bounce off each other.
Everynone
(Everynone)
November 20, 2023, 2:44pm
12
Collision channels:
Anyway, I wouldn’t do 200+ projectiles with physics or PMC.
They need to be able to collide with each other, like in the video, where they just slide off each other.
I can actually run 400+ with what I have now, they just don’t move the way I want them to.
Everynone
(Everynone)
November 20, 2023, 2:58pm
14
I mean, it really is clicks away:
You seem to be fixated on something I doubt I can help with.
Good luck!