Is it necessary to maintain my own octree for this case?

Hi,

I have a file of data that I want to represent in UE4. The problem is that the file is gigantic, though the data are very spread out. My current best idea is to create a server to run on the side and serve octants to ue4. In ue4 I would represent each octant as a sphere that when intersected by the player would cause 8 child octants to spawn with their own spheres. On the event the character leaves a sphere, the children are cleaned up.

I’m new to ue4 and would appreciate feedback on if this is the right way to go or if I’m missing plumbing within the engine that would accomplish this better.

Thanks!

hi there,

You probably need to describe the data a bit better [what is gigantic exactly, what is sparse, do your items move, how many might be near the player at a time], and what you want to do with it. Afraid I don’t know enough about what unreal provides to help you directly.

If your data is very sparse you may want to consider something like a spatial hash. If there’s not much of it at all you could put it in a list :slight_smile: