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How would one go about having a lot of simple dynamic actors

I am encountering heavy performance issues with extremely high amounts of dynamic actors (500+) How would i go about making high actor counts run well?

Note: Am only using these extreme actor counts as bullets, in a top down shooter, so they are shadowless because 50 dynamic actors with shadows is bad enough, and only are for generating overlap events so therefore are query only.

You could try making a pool of pre-spawned bullets. Then show/hide them when they spawn/impact. Its a pretty standard method to speed up performance of transient objects like bullets or particle effects.

Also check “stat collision” with different bullet counts. If collision is your bottleneck then not sure what you can do… :frowning:

The best way to avoid those kind of performance issues is to have the actors already spawned in the level when the owner of those bullets spawns.