Hello everyone, I’m new to Unreal Engine.
I’m using a blueprint script to generate and delete around 60 actors in a radius of a flying pawn.
This creates framerate spikes, and I’ve read that this is quite a heavy process.
So obviously I would like to increase the performance of this process by just placing the same logic in C++.
But I would like to know a couple of things first to make sure what I’m doing is right.
1 ) Is the
spawnActor function in C++ by itself - faster - than the blueprint node?
2 ) Which kind of properties of the blueprint, increase the processing time of spawning?
I know that for example enabling physics will increase the process time, but are there any more properties that I need to take into consideration?
I thank everyone taking their time reading this, and any kind of help is much appreciated