CRT-X - UE4 Actor pooling and optimization pass

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Not the most interesting video... But I'm going to document my work in progress a little more.

I decided to take a solid month to optimize what I've done so far.

- Projectiles are a few hundred KB instead of 80 megs each and are now pooled.

- Emitters are also pooled.
- Blueprint classes using Async loading and do not bring other Blueprints

 Lots of game play juice is missing. And really need another pass on the AI.
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This looks dope! I hope it comes out well!

elatelemming
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Good luck! Don’t give up!! It looks awesome!!

Toad-eaterofbug