Its very frustrating as i'm now broke and can't complete any missions to make some money. Also missions should give way more money considering the prices of ships. I know these prices aren't final but why punch in those high numbers in the first place while we are still in testing? Also the starter ships design is horrible right now you are being forced to buy better ship only so you can place a box in them which is required for most missions. I literally spend hours today throwing a box into my Mustangs open canopy or trying to clip it through the hull. It was very immersion breaking to say the least. Missions need to give at least 3x as much given the trouble you have to go through and the time it takes to complete a single mission. Don't get me started on trading.Unreal Engine 4 provides a number of culling methods, each with their own advantages and disadvantages where some are available for specific platforms.įor additional information, see Culling Methods below. Testing Visibility with an Actor's BoundsĮach Actor placed in a Level has a set of bounds using a box and a sphere that is used for various things in the Engine. One of those being specifically to test whether an it is visible or not. The bounds of an Actor is made up of two parts: a sphere and a box. The bounding sphere is used for fast collision detection with a simple distance test, and, more often than not, it's greater in size than the object it contains. On the other hand, the bounding box is a closer match to the shape of the object and provides more accurate results. Visualize bounds of Actors in the Level Viewport by selecting Show > Advanced > Bounds. ![]() Alternatively, in the Skeletal Mesh Editor you can select Character > Bounds and in the Static Mesh Editor, select Bounds in the main toolbar. ![]() Unreal Engine uses View Frustum culling and Hardware Occlusion Queries (Dynamic Occlusion) by default for any project. If your project has a lot of Actors this can come at a cost to GPU performance, especially in instances where there are a lot of Actors visible within the scene view.
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