I have a very simple project where the player must avoid oncoming projectiles whish increase in speed the longer the game goes on. However I’ve encountered a problem where the higher the projectiles speed is, the longer it takes to become visible to the player (in short: the projectile will not be visible then suddenly become visible to player). Any help is appreciated thanks.
Hey there @MrTNT16! It depends how fast we’re talking. Primarily the only things in the view frustum will be rendered, this is determined by a bounds system. If the projectiles are large or slower, just increasing the objects bounds could mitigate this without too much performance hit. However this can be a bit more tricky with fast moving small objects.
So if you’re doing something like physical small fast moving bullets, this won’t really be so effective, but give it a try!
Thank you for the response however there was no “bound scale” in my actor if it is of any relevance it doesn’t start in the level it is spawned every so often after beginning play, thought that might be relevant since I could find bound scale in components that were in the level
That bound data that I showed off is part of the static mesh component. What actor type are your projectiles?