No. Use a texture and a loop. Looping the pixels of a 1d texture would look like this in a custom node: Inputs of the custom node: Tex - Your texture XRes - Texture resolution The actual code: float StepSize = 1/XRes; for(int i; i<XRes; i++) { float3 RawValueFromTex = Texture2DSample(Tex,TexSampler, float2(StepSize * i,…
Physics is not an option, for this thing. I've watched an extensive tutorial/test and it's clear that a number of physics actors above 20 already starts affecting performance. Knowing the distance from the player is not a problem.....actually could be a solution!! Each actor calculates its own XYZ distance from the player…
@Obscura I see....each RGB pixel of the 1d texture would retain the value of one NPC. Very clever. Now I just need to know how to make it dynamic so that I can, what, generate it directly in the engine....? I've seen the blueprint editor, I've used it to capture the PC's location, but I mostly copied from a tutorial, so I…