We are currently trying to use Mass Representation system to spawn a actors for NPCs in game. That means these actors actually execute logic, and are quite important for the game.
There are some issues I am running into with the whole spawning/despawning pipeline.
- It has a despawning budget, and if that runs out, it “deactivates” the remaining actors. However this “deactivation” doesn’t properly disable much on the actor, only visibility, collisions and ticking. Components are not disabled (or even notified) in any way.
- It also has a spawning budget, which is much higher by default. Is it possible that in high-density areas, actors will be spawning faster than despawning, possibly exceeding LODMaxCount? Or is spawning inherently so much slower than despawning that this won’t happen?
- When spawning an actor, there is no check whether an actor for the same mass entity already exists, so if despawning gets delayed a lot, there could be two actors for the mass entity.
- Actor can outlive the mass entity by several frames. Or is there some immediate despawn for when entity is destroyed?
From what I understand, Mass Representation isn’t really meant to be used with important actors like this, however I have the impresion, from your previous answers, that we are not the only ones using it this way, and I imagine these issues are quite universal. Have you managed to solve these issues? Or are there some plans to address any of them in future updates of mass?
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