The method I’m trying to use is sort of unorthodox, so I was wondering how taxing it would be to computers.
I’m currently changing the scales of each scene’s object to 0,0,0 - I believe this makes it the same as not being rendered. However, if I constantly spawn objects and make its scale to 0 (Without deleting them or toggling visibility), when it hits 1000, 2000, or 5000 objects on scene, should my worry be nonexistent or might it cause problems?
Basically I’m using matinees to scale scene objects in a specific way. I’m unable to reference blueprint components in matinees (as in unable to apply a different vector track to each component separately) so instead of building a scene using a blueprint, I’m referencing individual objects within the scene.
There should be an option for “Is Visible” and “Hidden in game” to hide your objects completely which should be a bit cheaper than just scaling it to 0 however that is not the main point.
You probably know at least remotely how a computer works. For games you have 3 main components you have to care about. CPU, Graphics Card and RAM. The graphics card is pretty much only for rendering, traces etc. CPU will do most of the code you write (event tick, key input events, etc) and the ram has to store everything currently in your scene. Now it really depends what your object does. If it executes a function yes it will be taxing on CPU if you have thousands of them. Maybe it’s already bad without as it certainly takes up additional space in your ram. I’m not quite sure how much exactly and that really comes down to your usecase and what exactly you do. If this takes up an additional gigabyte of ram it’s certainly nothing you can really afford. Though that is rather unlikely to happen. You will have to do performance tests to see how it actually performs and if it’s still alright.
Take a look at this site for a bit more information about performance profiling
Wow thanks for the detailed answer!
I’ll be testing with thousands of fake props and see how it does with performance. If it has little effect, I’ll continue to build like this for now.
Nevertheless, I can’t wait for the new matinee system to come out, since for now this is the only way for me to spawn a scene. Using the new system I’ll be able to build blueprints and reference components in matinees (and being able to delete/set invisible).