UE5 Pickups

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Today we will create pickups for our puzzle project in unreal engine 5.

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for something small, like the ThirdPersonTemp, this setup is fine, but you should consider what actually is happening under the hood. When your DataTable loads, it will load every single asset that is HARD referenced in the variables. It will load into memory regardless if you are see/using it. 3 planets is fine, but 30 health packs, keys, coins, guns, shields, swords...bla bla bla, will take up memory. Consider soft reference and async loading if you want to use this workflow. In addition, always look at the Reference Viewer to see what your blueprints are linked to. Your BP_Pickup is linked to your Character through the Cast. This means there is a dependency chain where the asset needs the character to work. What happens to the asset connection when the Character is destroyed/killed in the game ? One last thing, is to consider is passing by reference, rather than passing by value. (checkbox in variables) Pass by Value will COPY the data, Pass by Reference will keep the data where it is and just reference it. More memory stuff. Good tut, but just consider a bigger space/level, and consider memory management.

nfrancisj
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And as we are in Memory and Performance stuff. Never use a Bind in a Widget if it is absolutley not a real time thing. Because with the binding you read and update each Tick. That's a No No ;-)

timowiest