As title says, what would be the most efficient way of doing wraparound effect in Unreal Engine? Wraparound meaning the thing you can find for example in classic game “Asteroids” where no matter what object goes to edge of the screen and out of view causes said object to teleport to opposite side of the screen but for some objects teleporting could be switched off.
I have only tested it with very hardcoded system so far where manually placed hitboxes with overlap events trigger the teleportation. This has an obvious problem since it only works with one specific viewport size and with one specific camera type and FOV.
How would one proceed to make this system “dynamic” where when the game starts or even during gameplay there would be a way to place and move detectors so viewport size, camera type, fov and possibly distance are taken in to account so that desired actors will teleport once they are “out of bounds” so to say meaning they are just out of viewport?
I’m assuming it is better to handle with overlap boxes instead of having some check in tick event for every actor that’s on screen since that could affect performance if there’s possibility for many actors being on the screen at the same time… or would it?