We are using a system similar to PCG Biome Core v2 to spawn a large number of foliage instances (~2 million) in the world in our multiplayer game (all in-editor and on demand, no runtime). When generated purely in the editor, we observed huge memory spikes on the server, way more than what we’d normally expect for that number of points. We are therefore exploring solutions to avoid loading so many instances at once. Following are our questions:
- What is the intended way to handle spawning a large number of instances through PCG?
- Are there settings in the PCG graph that can ensure components are not loaded on the server?
- If using runtime generation, what is the correct way to ensure everything is happening on the client, and what are some steps we can take to ensure spawning on the GPU is as efficient as possible?
- Keeping in mind that we are not using streaming, if we were to handle all spawning in the editor, how can we ensure all the instances don’t get loaded in at once? What would you advise as the best rendering component to use (in combination with PCG) to allow loading foliage in tiles close to the player - would it be the AFoliageActor and associated ISMCs or is there another rendering component we can use?
- Does any point data being tracked by a PCG component make it into the cooked build? If so, how can we ensure that it doesn’t?
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