JamesG, thanks for the heads-up.
- What if I scale down my requirements from 10000 to 1000 entities?
Also have you looked at Ehamloptiran’s answer in the C++ thread? I am giving a summary here:
First my questions then his answers:
1 How to read the bone transforms for the animations of a character in FBX format?
2* How to create a texture in UE4 where the texels are the elements taken from the bone transform?
3* How to drive the animation of a character using the bone transforms that are being read from the texture in VRAM?
Ehamloptiran’s answers:
Take a look at GPUSkinVertexFactory.cpp. Currently uses a Vertex Buffer to store the bone matrices that are fed into the vertex shader. This is where you would most likely need to make the necessary changes for 2*.
Then in the shader GpuSkinVertexFactory.usf is where you would make the changes for 3*
Something like the above feasible JamesG?