I have this test level, with a platform composed of small cubes. If a cube is overlapping, it will move with a sine pattern. But if there are too many cubes getting overlapped, the performance drops. And i want to make the cubes even smaller. Is there a better way to do this?
Many things
. Use a timeline, instead of tick and vector calculations
. Donât use âget actor of classâ on tick, you already have âend overlapâ
. Use a custom collision channel for the cubes, or edit their collision so they only look for your player, instead of âworld dynamicâ, the default.
. Use particles in a cube shape, instead of blueprints. Could be quicker, although probably takes a long time to get it working.
. And of course, do it in CPP ![]()
If you donât need the collision when moving then try a dynamic material instance with WPO.
Quick example:

Thank you for your answer. But i have a few questions.
What do you mean with âuse a timelineâ?
what about the end overlap? how do i replace the get actor of class?
I would look at the @pezzott1 offering first ![]()


