Hi Guys,
Thanks again for taking time to answer my question about 10.000 objects. I re-watched Nicks answer and I understand what he wants to do. Calculate central and then broadcast this to all the actors. However I think we have some sort of a unique requirement.
We use the engine to build an “Agent Based Model” (ABM) called SmartCap ToolBox
We like the Unreal Engine for several aspects but mostly the use of BP and being able to develop Agents with a large group of people that are not all familiar with C++. So we would like to keep this functionality and we also would like to keep the ABM functionality. Every Agent is acting autonomous. So for example several 1000 objects (of different types) listen to the Sun for the Temp-Update and use this in their internal logic to act and trigger other events.
So with those restrictions in mind we would like to have as many Agents as possible updating their internal logic as fast as possible. At the moment we use the “event model” provided by the engine. But since mentioned that this is the most expensive way of doing things; what would you suggest we try (in C++) / interfaces to broadcast update events.
Thanks again for the help! …we love the engine