Casting or Interface for Large Crowds (RTS)

200-300 characters at most with replicated variables that need to be tracked (HP, attack range, team number, etc)

All AI is being handled in the AI controller and is communicating with the Parent_Character BP. I have some things going through an interface, but a lot of variables are retrieved via hard reference to the character BP.

The AI controller has to do this with both the possessed pawn as well as the “target” pawn during combat.

I’m thinking I should migrate everything over to the interface to eliminate as much casting as possible.

Thoughts?

How’s the performance when moving 200 - 300 units I have tried this and once I get to 80 units I get a massive performance hit.

Haven’t gotten there yet. I’m still working on a proper attack loop. Not much point in a stress test if Im going to have to rebuild it anyway.

Curious though, when you tried it, how complex were your characters? How much was going on in their controllers? What was their poly count? What was the UV resolution?