31-07-2023, 10:46 AM
(This post was last modified: 31-07-2023, 10:51 AM by josemendez.)
Hi,
You're essentially re-creating the rope from scratch every frame by rebuilding its blueprint path. This will of course obliterate performance.
Blueprints are only intended to define the initial shape and properties of the rope, as they're assets stored in disk (similar to audio files or animation clips) so creating/editing them is considerably costly. At runtime, you're supposed to deal exclusively with particles. I'd also suggest taking a look at Obi's architectural design, to better understand how actors and blueprints relate.
There's a sample scene included with the asset ("HosePump") that does this very thing you're trying to do: simulating water/air passing trough the rope by changing its thickness at runtime. Maybe it can be helpful for you?
kind regards,
You're essentially re-creating the rope from scratch every frame by rebuilding its blueprint path. This will of course obliterate performance.
Blueprints are only intended to define the initial shape and properties of the rope, as they're assets stored in disk (similar to audio files or animation clips) so creating/editing them is considerably costly. At runtime, you're supposed to deal exclusively with particles. I'd also suggest taking a look at Obi's architectural design, to better understand how actors and blueprints relate.
There's a sample scene included with the asset ("HosePump") that does this very thing you're trying to do: simulating water/air passing trough the rope by changing its thickness at runtime. Maybe it can be helpful for you?
kind regards,