Excited to share my first product in the marketplace!
Brief Introduction video MonoTick for Unreal Engine 4 1.0 - Overview - YouTube
Update: Just added a discord server. ATank's Bunker
Update 1.1 Is Out!
-Added 2 Pooling groups
-You can now Tick individual groups
-Exposed more functions to blueprint
-Released a new documentation version
I’ve developed an alternative Tick() to use for your objects, as UE4’s default Tick system runs many functions for each and every object it Ticks. This way, you only need to process the Tick() overhead of one Ticking actor and save the performance of the rest. Furthermore, you can even decide WHERE the Tick() runs, Client/Server only, Remote Only, Server Only, etc!
A scenario run-down,
Say you have 500 ticking objects every tick(). Normally, this means that UE4 has to process its internal tick functions for those 500 objects + the overhead of virtual overrides for every object.
- With the plugin, you only make unreal process Tick() for a single Object and have the other 499 execute their tick without the Ue4-Tick system overhead; also less virtual overhead
- You can also control where your tick runs. Normally, if your actor replicates, you can choose whether you don’t want the dedicated server to tick. Otherwise, all machines are forced to run it. What happens if I want an object only ticking on the server, or only on Client & Server? Mono tick gives you the option of controlling that.
Let me know if you have any questions, or if you have suggestions for this feature.