The Issue with Spawning a 100


Date: 1st September 2023

Dev Name: Jacob Zhu

For this week, the issue was that dynamically creating our AI enemies caused perfomance drops during runtime of the game. Unreal Engine's SpawnActor function is costly to perform repeatedly. To deal with this issue, we decided as a team to create a inital pool of AI enemies preloaded into the level, and move them to the correct spawn locations once the game begins, under the right conditions.

A few things had to be set up. First, data containers to track the pool of spawned AI. Second, there needed to be functionality to affect and spawn the AI by moving it. Third, it had to deal with logic of removing the AI and returning them to the stand-by pool after the Player has defeated them.

Work progressed and I managed to get it working in a prototype level, but for unknown reasons to date, the spawn pool invalidates AI made during the start of the main game level. Work is now currently put in to figure out the problem and debug the reason why this is happening.

Get Lustrat Somnia

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