Hi!
I have to spawn a lot of actors, around 8k, but when I do it, it freezes the game.
Someone has suggested me to spawn 10 every tick, but I don’t know how to do it: I know how to spawn ten, but I don’t know how to spawn them every tick.
How can I do it?
Here?
void MyActor::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
}
Thanks!
3dRaven
(3dRaven)
July 28, 2026, 6:50pm
2
ccp
header
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "MyActor.generated.h"
UCLASS()
class SPAWNPROJ_API AMyActor : public AActor
{
GENERATED_BODY()
public:
AMyActor();
protected:
virtual void BeginPlay() override;
public:
virtual void Tick(float DeltaTime) override;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
int maxActorsToSpawn = 8000;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
int spawnPerTick = 10;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
UClass* ActorToSpawnClass;
//UPROPERTY(EditAnywhere, BlueprintReadWrite)
FActorSpawnParameters SpawnParams;
private:
TArray<AActor*> SpawnedActors;
};
cpp
#include "MyActor.h"
AMyActor::AMyActor()
{
PrimaryActorTick.bCanEverTick = true;
}
void AMyActor::BeginPlay()
{
Super::BeginPlay();
}
void AMyActor::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
if (SpawnedActors.Num() < maxActorsToSpawn)
{
for (int i = 0; i < spawnPerTick; i++)
{
if (SpawnedActors.Num() == maxActorsToSpawn) {
break;
}
AActor* SpawnedActor = GetWorld()->SpawnActor<AActor>(ActorToSpawnClass, GetTransform(), SpawnParams);
SpawnedActors.Add(SpawnedActor);
}
}
}
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