I checked it out actually. I would be interested considering at this point I’ve come to just make a slew of useful tools more so than a one size fits all scenario. I just started adding examples for animation sharing, animation budgeting, and USkeletalMeshComponentBudgeted. Wrap that up with stuff like ai perception, eqs, HISM mesh pools, etc. Now I’m looking into how to get vertex animated static meshes to update their collision and have physical material masks so that you can do collision checks on different parts of static meshes with only one material.
My current goal is to be able to get hordes of AI into an oculus quest. With HISM I can have essentially infinite zombies here as they don’t cost any extra draw calls. I’ve tested on quest with 1000 no issue. If your behavior tree is efficient, it’s not an issue with cpu and it seems it’s not an issue with character movement either. What I’ve noticed is the most expensive part of a character is the skeletal mesh. I’m highly interested in figuring out a way to get an instanced skeletal mesh or something that would allow me to keep the draw calls low and then I can figure out tricks for ragdolls and such later.
Animation Shared and Budgeted Zombies:
https://media.discordapp.net/attachments/221799439008923648/787447105714388992/unknown.png?width=1243
HISM Vertex Animation Zombies ( ignore stat unit here, had to tab out of the engine to take a screenshot) :