Hello again!
I’ve thought of another question and it relates to the field system plugin. All resources seem to point to using this in tandem with Chaos Destruction. The tutorials say to use the field actors provided by Epic in the content examples.
However, after taking a look at it, I have some concerns for the use of these at runtime. They’re BP heavy and rely on spawning components at runtime. Even if they were to be nativized, they still have a pretty heavy overhead. I’m wondering if it’s worth using these fields at runtime to spawn for example explosions, applying strain/force on bullets/projectiles, etc.
Is this currently a system that is being used at runtime on any of Epics projects? (It seems in the Valley of the Ancients examples, all the fields are utilized to create cached simulations. Rather than spawning them at runtime.). I have noticed that in the GeometryCollectionComponent, there is a MakeRadialField function, which seems like the better way of constructing fields on the fly without needing the actor/component overhead.
Kind regards,
Darien