Handling multiple enemies as one actor

Consider Instanced Static Mesh components for this; it’s trivial to set up in minutes:

Hitting the invader:

It’s also exceptionally performant as we move the entire component and the whole thing is a single actor. Each ISM would represent one enemy type.

If you wanted to see if everything / enemy line is destroyed, query the component for instances remaining:

It’s a crude example, can be done better.

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