Hi! I have a question on whether it is possible to optimize multiple niagara systems. I am making a programmable firewoks display, and every firework is a separate system. This means that sometimes I need to spawn dozens or even hundreds of systems in under a second. At the moment, doing this causes two problems:
- A significant lag spike (basically about a half-second freeze) when spawning the systems
- Much lower fps when running 100 small systems then when running one massive system with a much higher computational cost
I am wondering if there are any good ways to optimize either of these problems? Combining emitters between systems isn’t really an option, as all the effects need to be independent, parametrized and have multiple interacting emitters, as well as sampling positions back into code. I intend to try pooling systems and resetting them once they are finished to combat the first problem (though I don’t yet know if this is possible), but would also be glad to know any other options