I’m working on some fish simulation stuff as a request for a tutorial. I initially prototyped it in blueprint but the blueprint code was waaaay too slow, so had to redo it in C++. Turns out I made some daft choices there for my architecture, so I’ll have to refactor it a fair bit. Its got a bunch of bugs that need fixing, plus I want to expose the tweakable values to blueprint in a nicer way (it currently sucks). I think its taught me a bit about the actor/component relationship in Unreal Engine, which is good and bad (bad in that it didn’t work out to use a flocking component).
I’ll release the code once I’m happy with it (need to make it a plugin for my clients to use), so will likely just shove it on the wiki.
Here’s a video: