By setting the AI controller class to null, does this ensure there is no overhead involved with AI pathing? This is more of an academic question just to get to know unreal better than a problem.
The use case is that when an enemy is killed, I disable tick, disable collision, disable all behavior code… basically we are left with just a skeletal mesh. But I had some bugs related to too many agents present in the level. I had to increase Max Agents in project settings. I think that suggest that I am not deleting agents because I am not technically destroying this actor after it is “killed”.
Would you bother going to the trouble to actually destroy the actor and replace with a skeletal mesh (if keeping the dead body around was important in your game?)
That introduces a problem of needing to save the ragdoll state which I don’t really want to fuss with.
I am not seeing any performance issue from having these dead bodies lay around, they only number in the dozens, but I am not sure how to measure what impact they do have.