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Make UNavMovementComponent::GetActorFeetLocation() virtual

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    Make UNavMovementComponent::GetActorFeetLocation() virtual

    The capsule height being involved should not be assumed so please change this function from FORCEINLINE to virtual so we can override it. I have to change the engine source to be able to override it in my derived class. It's literally changing one word to another and it won't have a noticeable impact on performance. Thanks!

    #2
    Originally posted by Jin_VE View Post
    The capsule height being involved should not be assumed so please change this function from FORCEINLINE to virtual so we can override it. I have to change the engine source to be able to override it in my derived class. It's literally changing one word to another and it won't have a noticeable impact on performance. Thanks!
    I already asked with a pull request with this months ago and it got denied.

    They said they were worried about the perf overhead of virtual tables and a function that can be called that often.


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      #3
      Originally posted by mordentral View Post

      I already asked with a pull request with this months ago and it got denied.

      They said they were worried about the perf overhead of virtual tables and a function that can be called that often.
      If they're concerned with performance then I can point out places where GetActorFeetLocation() gets called a multiple times in the same function rather than getting it once and reusing the result.

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        #4
        From the answers on this thread, it looks like it's three extra instructions. It seems like that wouldn't be much. AI Navigation uses the function and I don't think that is running every frame. I'm pretty sure they spread the AI out over multiple frames. It seems strange to me that this would be considered a significant hit on performance.

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