Please Add ECS to UE4

Okay then!
Make an ECS using the “new” keyword and pointers.

See if that works for you to avoid random memory locations allocated to your objects and show us how you’re going to align together all the objects you have created, making one chunk be stacked right next to address of chunk CPU is using and the one to be used next… So then cache won’t miss and RAM won’t have to be read again when dereferencing the pointer to the object.

*Hint: Unreal does that already with an internal UObject pool.

  • Hint: We still need Actor Pooling Systems, why is that?!? Hmm…

After that let’s create one million entities then add and remove components in a loop, let’s benchmark that and see how many times a cache miss happens and how much slower it is because of each RAM access.

Good luck :smiley: