Hey James,
Really appreciate the detailed reply!
Overhead and LODs
We’ve recently done A/B testing for 300 entities, and it seems that the gains from Mass (ST, Path Following) are negated by the MassToActor translators for sure.
We will do further investigations to see if we can simplify the actors or use lower LODs, so that the transform update propagation isn’t as costly.
Gameplay
We’ve synced to 5.6 and are interested to see if similarities between the new Mass Navigation and our own implementation!
GAS w/ Mass
We’re thinking of implementing a central actor that’ll contain all GAS components and map each one to an entity.
Mover 2.0
We’re going to spend the next few days investigating if switching to Mover might give us some performance gains, if not, at least it might be a bit more straight forward to strip down compared to CMC.
The movement seems to be the biggest bottleneck for us now, so if we can solve that then I think we can decide if it’s better to go ahead with Actors instead of Mass.
Cheers,
Ben.