The Issue with Spawning a 100 Part 2


Dev: Jacob Zhu

For this week, much of the effort was spent trying to debug the problems the spawn pool possesses. 

To recap, the spawn pool is supposed to create the AI actors on Begin Play, and hold them in a temporary place before teleporting the actors to their actual spawn points. For some reason, the game decides to destroy the actor's data right after creation.

I hypothesized various reasons that this may be happening, ranging from bad casting, calling the spawn pool data on begin play instead of when it's needed (which may cause issues with the spawn pool not being initialized before the spawning actually happens).

What was actually happening is that due to certain implementations by the team or base engine wise, the actors are getting culled when they are spawned from beyond a certain range. As of right now the image above shows the coordinates in world space (which is relatively near the player spawn) that the spawn pool is being placed to prevent the problem from occuring. 

Next week the will be trying to find out how to make the spawn pool actors "cull-proof" or ways to mitigate it.



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