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Achieved some major performance gains thanks to Scene Graph & access to niagara parameters! Before: each projectile is a creative_prop animated using MoveTo() After: each cast spawns multiple projectiles in a single niagara system & with its state updated dynamically in code
20,564 görüntüleme • 1 yıl önce •via X (Twitter)
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Incredible stuff Jacky - thanks for sharing. Dying to jump into Niagara Params

@natereesedev This is awesome 🤩 Amazing work!

how are you checking the collisions? do you just do one overlap trace in a sphere and then scale up the size based on time or do you check every individual projectile

Colision checks are not using Scene Graph features. Still relying on keeping a list of all NPCs & performing distance checks.

@UEFNZmakattack But how do you sync the collisions with the damage for the correct dps? Same for weapons with lower effect angle

@UEFNZmakattack Niagara System has array of floats as parameter that sets the lifetime of each particle, which can be set to 0 in Verse to kill the coresponding particle.

How are you calculating the tick rate?

@FUNBBTV

This looks cool!

