Hi,
In my current project I’m trying to add a camera to my raptors (yes - like in Jurassic World)
The issues I’m facing are however quite performance related. First, if I remember correctly, it’s possible to create render targets dynamically in C++ assets, but not in blueprints…
As a result I’ve had to pre-define/hard-code a set of render targets. I can live with that for now, as I’ve simply implemented a set of render targets as broadcasting frequencies, however, it would be nice if creation of dynamic render targets were exposed to blueprints!
Currently the biggest issues are with dinos going into stasis and their skeletal meshes not updating when not rendered.
#Stasis issue: For the stasis issue, I’ve made childs of all dinos and ticked ‘Prevent Stasis’… What I really wanted was that all tamed dinos would be kept out of stasis, affecting all nearby wild dinos to stay out of stasis too…
- Have I missed something, or is that currently not possible?
#Skeletal mesh issue: So, bones of skeletal meshes aren’t updated while their skeletal mesh aren’t rendered…
For me a Scene Capture 2D ‘camera’ is just as much rendering as the player camera is, however, that’s not the case!
- Are there any tricks I can use, so that I don’t have to set the ‘Mesh Component Update Flag’ to ‘Always Tick Pose and Refresh Bones’?
For the perfect stackable mod I would like to change as little as possible, and instead make a new saddle with a camera as attachment.
Currently my mod “overrides” all the dinos and even the male, female and base player! The players are fixable by adding an item to the inventory or by making a weapon/tool…
But fixing the dinos without modifying them seems impossible? Is that really true?