Sure
It’s very simple and basic, really.
I just have the ship, and it has the StaticMesh “Hull” as root. It has Physics simulation enabled.
It has a few SceneComponents. One of them is called “SubsystemsScene” and its children are the Child Actor Components which are the Subsystems.
I took care to put these Child Actor Components in the right spots of the “Hull”: the turrets are one in front, two on the sides etc
The Engine Subsystems are where the engines are in the “Hull” Static Mesh and so on.
Very basic really. The consumption of the CPU comes from the physics engine, which is updating the Transform of these Child Actors on the Hull when it moves.
And it moves all the time, of course. Plus all the other ships move all the time, meaning that the CPU has lots of Child Actors to update continuously every frame.
What I’m really wondering is: can I have the engine consume less CPU time when updating the position of all these Child Actors?
Is this the only way to implement these Subsystems? Or could I use something else which consumes less CPU time?