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.
-
Since there is a spawn distance (76.8m ?) on creature placer devices, we cannot keep spawning creatures, pool them and teleport them.
-
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.
-
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
-
Stand far away and spawn a creature.
-
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.
-
On a Creature placer set Spawn Effects Visibility to false and Spawn a creature.
Expected Result
-
Im not expecting anything since there is a spawn distance limit.
-
Creature should spawn at the new location after device has been teleported.
-
No VFX/SFX should play.
Observed Result
-
Im not expecting anything since there is a spawn distance limit.
-
The original position of the creature placer persists as spawn location for creature.
-
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.