Is there a Spawn actor limit?

anonymous_user_a7b1adcd
Tue, 05 Jun 2018 13:46:55 +0000
World Creation

Been trying FOREVER to get a particle shotgun system to work.

see:

and

if interested

I cleaned up the blueprint finally to something much better, and found if there was ANY delay in the script before the next loop (.01) each particle would fully spawn with everything it was supposed to have.
Yet upon removal the FINAL actor would spawn and nothing else.

Just fiddling, I turned off the mesh for the pellet’s effect on lighting, shadows, reflection etc (that are all automatically on) deciding I didnt need them and it might improve performance in the end. The result was an increase in spawns of 1-2 to about 6-8.

Realizing that this meant it was probably a performance limitation of some kind i attempted to clear the material from the mesh (turns out that’s kind of hard) and ultimately just changed the mesh to the 1x1x1 cube with no collisions generated for it.
and it worked perfectly

When I dropped in a mesh that was a same size cube with pre-generated collisions the spawn once again dropped
It seems that while the system generates the collisions the rest of the loop is operated and the variable used to exit the loop (which also feeds into the maths I set up for altering the angle) finish, causing the pellet to spawn towards the end of the angles. And then the loop exits before spawning the final

Can anyone explain why this happens and possibly elaberate on the limitations of spawning actors inside loops like this?
Is there any way to cause them to all still spawn with collisions?

4 posts - 1 participant