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);
}
}
}
1 Like
Thanks for your answer, @3dRaven
The method which spawns the actor is a method of a UGameInstanceSubsystem. I don’t know if this class has a Tick event and neither if it is a good idea to use your code in that event (in case if have it).
Probably I can create an Actor class to do it and instance it in the UGameInstanceSubsystem'smethod.
Thank you!
3dRaven
(3dRaven)
July 29, 2026, 7:58am
4
ViaCognita:
UGameInstanceSubsystem
Header
#pragma once
#include "CoreMinimal.h"
#include "Subsystems/GameInstanceSubsystem.h"
#include "SpawnerSubsystem.generated.h"
/**
*
*/
UCLASS()
class YOUR_API USpawnerSubsystem : public UGameInstanceSubsystem, public FTickableGameObject
{
GENERATED_BODY()
public:
void Tick(float DeltaTime) override;
bool IsTickable() const override;
bool IsTickableInEditor() const override;
bool IsTickableWhenPaused() const override;
TStatId GetStatId() const override;
UWorld* GetWorld() const override;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
int maxActorsToSpawn = 8000;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
int spawnPerTick = 10;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FTransform SpawnTransform;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
UClass* ActorToSpawnClass;
FActorSpawnParameters SpawnParams;
private:
TArray<AActor*> SpawnedActors;
};
cpp
#include "SpawnerSubsystem.h"
void USpawnerSubsystem::Tick(float DeltaTime)
{
if (SpawnedActors.Num() < maxActorsToSpawn)
{
for (int i = 0; i < spawnPerTick; i++)
{
if (SpawnedActors.Num() == maxActorsToSpawn) {
break;
}
if (ActorToSpawnClass != nullptr)
{
AActor* SpawnedActor = GetWorld()->SpawnActor<AActor>(ActorToSpawnClass, SpawnTransform, SpawnParams);
SpawnedActors.Add(SpawnedActor);
}
}
}
}
bool USpawnerSubsystem::IsTickable() const
{
return true;
}
bool USpawnerSubsystem::IsTickableInEditor() const
{
return false;
}
bool USpawnerSubsystem::IsTickableWhenPaused() const
{
return false;
}
TStatId USpawnerSubsystem::GetStatId() const
{
return TStatId();
}
UWorld* USpawnerSubsystem::GetWorld() const
{
return GetOuter()->GetWorld();
}
Just be sure to set the spawned actor class somewhere via blueprints and set it’s transform
1 Like
I don’t know why, but I can’t set your answer as a solution.
Thank you!