🔍Overview
DGOne Bounding Box & Tag is an enterprise-grade high-performance screen-space bounding box rendering plugin, optimized for large-scale scenes, providing industrial-grade precision and cinematic-quality visual effects.
🚀 Core Technical Features
1️⃣ Dual-Engine Calculation Architecture
🔷 Auto Bounds Engine
- Zero-Configuration Launch: Automatically extracts 8 corner points from Actor's RootComponent.Bounds
- Intelligent Boundary Recognition: Auto-adapts to collision mesh, physics bounds, visual bounds
- Use Cases: Scene props, vehicles, buildings, static meshes (3000+ objects)
- Performance: ~0.001ms/object (500x faster than manual sampling)
- Precision: Perfectly matches actual object size
🔶 Manual Sampling Engine
- Skeletal-Level Precision: Supports any number of SceneComponents as sample points
- Dynamic Tracking: Real-time tracking of character bones (head, chest, hands, feet, weapons)
- Custom Shapes: Full control over bounding box shape and coverage
- Use Cases: Characters, enemies, complex machinery, multi-part objects
- Performance: ~0.5-1ms/character (with occlusion detection)
- Precision: Pixel-perfect tracking
2️⃣ Triple Performance Modes
⚡ Static Mode (Static Objects)
- Zero Tick Overhead: Completely disables Tick, near-zero CPU usage
- Manual Update Trigger: Only calls `RequestUpdate()` when needed
- Camera-Relative Motion Detection: Auto-updates when camera moves (optional)
- Use Cases: Scene props, furniture, decorations (supports 3000+ objects)
- Performance: ~0.001ms/object, 60+ FPS
🔥 Dynamic Mode (Dynamic Objects)
- Auto Tick Updates: Real-time tracking of moving objects
- Configurable Update Frequency: 0.0s (every frame) to 1.0s (1Hz)
- Intelligent Occlusion Detection: Prevents wallhacks (anti-cheat)
- Use Cases: Characters, enemies, NPCs, moving targets
- Performance: ~0.5-1ms/character, 50-60 FPS
🎯 Motion Triggered Mode (Motion-Triggered)
- Smart Motion Detection: Updates only when movement/rotation exceeds threshold
- Four Advanced Occlusion Strategies: Simple/Spatial/Temporal/Adaptive
- Adaptive Sampling: Intelligently adjusts detection frequency based on visibility history
- Use Cases: Occasionally moving objects (doors, elevators, patrolling enemies)
- Performance: ~0.2ms/object, 60 FPS
3️⃣ Six-Dimensional Optimization System
🎯 Frustum Culling
- Basic Culling: Dot product algorithm, ~0.0001ms/object
- Precise Culling: FConvexVolume algorithm, ~0.0005ms/object
- Auto Strategy Selection: Automatically selects optimal algorithm based on performance mode
- Configurable Edge Tolerance: 5-30° to prevent edge popping
- Performance Gain: CPU reduction 40-60% (zero overhead for objects behind player)
🔍 Sample Points Threshold
- Dual-Check Mechanism: Checks total count at initialization, visible count after projection
- Intelligent Quality Control: Automatically skips low-quality objects with insufficient sample points
- Configurable Threshold: 1-16 points (recommended: 2-4 for characters, 1-2 for small objects)
- Performance Gain: Early culling of invalid calculations, reduces 20-30% overhead
📏 Distance Culling
- Configurable Max Render Distance: 0-infinity (recommended 5000-10000cm)
- Early Exit Optimization: Immediately returns when beyond distance, skips all calculations
- Use Cases: Open world, large scenes
🎥 Active Camera Detection
- Multi-Camera Scene Optimization: Only renders current active/controlled camera view
- Zero Cache Overhead: Direct access to PlayerCameraManager, no cache validation
- Supports All Camera Types: PlayerCameraManager/CameraActor/CineCameraActor
- Performance Gain: Multi-camera scenes CPU reduction 85-90%
📐 Camera-Relative Motion Detection
- Triple Detection Mechanism:
- World-space camera movement (100cm threshold)
- Camera rotation (10° threshold)
- Screen-space object movement (50 pixel threshold)
- Distance-Adaptive Threshold: Near objects more sensitive, far objects more lenient
- Use Cases: Intelligent updates in Static mode
🎲 Advanced Occlusion Culling
- Four Strategies:
- Simple: Round-robin line tracing
- Spatial: Distance-based priority (near objects high-frequency detection)
- Temporal: Time-sliced caching (trust cached results)
- Adaptive: Intelligent sampling (adaptive based on visibility history)
- Configurable Budget: 1-32 checks/frame (recommended 4-8)
- Performance Gain: Occlusion detection reduced 60-75%
4️⃣ Machine Vision Noise System
🎬 Core Features
- Dual Noise Engines: Random noise (realistic) + Perlin noise (smooth organic)
- Per-Corner Independent Jitter: 4 corners with independent noise, slight box deformation
- Distance Attenuation: Full intensity at close range, auto-weakens at distance
- Smooth Interpolation: Configurable smoothing factor (0-1), avoids sudden changes
- High-Frequency Updates: 0.1-60Hz adjustable, simulates different sensors
🎮 Application Scenarios
- Tactical FPS: Simulate thermal imaging, night vision instability
- Sci-Fi Games: Simulate AI recognition systems, robot vision
- Cinematic Narrative: Enhance immersion and realism
- Competitive Games: Simulate radar interference, signal instability
⚙️ Technical Parameters
- Intensity: 0-20 pixels (recommended 3-5)
- Frequency: 0.1-60Hz (recommended 10-20)
- Performance: +0.0001ms (near-zero overhead)
5️⃣ Modern UI Features
[Rounded Corners System]
- Triangle Fan Algorithm: Reduces 70% trigonometric calls
- Block Fill Optimization: Reduces 50% draw calls
- Independent Control: Box and Tag background separately configurable
[Precise Text Alignment]
- 9-Grid Alignment: Left/Center/Right × Top/Center/Bottom
- Single Measurement: 39% performance optimization
- Auto Edge Anchor: Automatically selects best anchor
[Initial Tag Text]
- Zero-Code Configuration: Set directly in editor
- BeginPlay Auto-Apply: No Blueprint code needed
- Localization Support: FText type, multi-language ready