[MAJOR][memory optimizing] Spawn position of creature placer does not change after teleporting

Reference ID

307868c0-4eb3-d50b-31ee-8d8a1cd6529a

Please select what you are reporting on:

Verse

What Type of Bug are you experiencing?

AI

Summary

As our projects grown we are having to optimize to stay within the memory limit allowed. One major optimization would be for us to pool creatures placer devices or creatures. Several issues arise.

  1. Since there is a spawn distance (76.8m ?) on creature placer devices, we cannot keep spawning creatures, pool them and teleport them.

  2. The other natural way would be to be able to teleport the actual creature placer device, this way we could pool the creature placers as well. But the creature spawns at the original location even after teleporting the creature placer.

  3. Also pooling creatures from a distance is annoying since you cannot actually turn off the VFX on creature placers and spawners even tho there is a bool for it. I believe the the creatures own native spawn vfx still persists. I cannot silently spawn and pool creatures in some corner without VFX and screenshake persisting.

A simple fix of moving the spawn location with the creature placers would save our project 10000+ memory.

Steps to Reproduce

  1. Stand far away and spawn a creature.

  2. Create a verse script, add a creature placer, use TeleportTo(NewPosition), then do CreaturePlacer.Spawn(). witness the original position persists as spawn location for creature.

  3. On a Creature placer set Spawn Effects Visibility to false and Spawn a creature.

Expected Result

  1. Im not expecting anything since there is a spawn distance limit.

  2. Creature should spawn at the new location after device has been teleported.

  3. No VFX/SFX should play.

Observed Result

  1. Im not expecting anything since there is a spawn distance limit.

  2. The original position of the creature placer persists as spawn location for creature.

  3. spawn vfx/sfx still plays.

Platform(s)

Windows, UEFN, verse

Island Code

none

Additional Notes

A simple fix of moving the spawn location with the creature placers would save our project 10000+ memory.

Also I have no real way of verifying if the creature spawner actually Teleports, since there is no way of seeing the device in runtime. Also the TeleportTo function seems a bit broken, a separate issue, but it always succeeds its verse check, but sometimes the actual teleport does not happen if the new position is too far away.

The status of UCB-1144 incident has been moved from ‘Awaiting Validation’ to ‘Closed’. Resolution Reason: ‘Duplicate’

I need this for sure… I tried the same… the creature placer wont teleport, and the spawner will but adds tremendous lag when trying to do so…you can use moveto with an invisible spawner with some luck, but I still get random lag spikes and the device will destroy itself if it moves into a wall… even though every type of method I have used to keep it no collision fails…

And YES, the vfx and sound needs to be truley disablable…having the option with no effect just makes me feel like the application is still well undercooked. And having some actors have seperate audio components that you can at least go in and adjust min and max volume to 0…having even this would be amazing. I know creatures are getting old and could use a big update… like custom animated skeletal mesh support with several event driven animations would be soooo cool.