Features:
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Supports actors placed in level
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Support actors spawned at runtime
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Fully spatial hash grid relevance (2D/3D)
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Runtime save/load system
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Global control functions (Spawn, Destroy, Get Actor)
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Actor parameters to initialize or store data
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Engine statistics and performance counter
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Draw debugging for grids and actors
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Fully scalable and configurable
Code Modules:
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FlexPartition(Type: Runtime)
Number of C++ Classes: 7
Network Replicated: Yes
Supported Development Platforms: Windows, (not tested but it should be fine with all other platforms)
Supported Target Build Platforms: Windows, (not tested but it should be fine with all other platforms)
Documentation: Documentation
Important/Additional Notes:
特征:
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支持放置在关卡中的actor
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运行时生成的支持actor
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完全空间哈希网格相关性(2D/3D)
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运行时保存/加载系统
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全局控制函数(生成、销毁、获取Actor)
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用于初始化或存储数据的Actor参数
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发动机统计和性能计数器
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网格和actor的绘制调试
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完全可扩展和可配置
代码模块:
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FlexPartition(类型:运行时)
C++类数:7
网络复制:是
支持的开发平台:Windows,(没有测试,但它应该是罚款与所有其他平台)
支持的目标构建平台:Windows,(未测试,但它应该适用于所有其他平台)
文件: 文件
重要/附加注意事项:
Trailer | Update 1.5 | Tutorial | ExampleProject
Showcase product between April 30 to May 14, 2024.
Flex Partition is a dynamic spatial partitioning and optimization system for Unreal Engine, designed to create efficient, real-time management of actors in open-world environments. Whether for simulation games, open-world adventures, or MMOs, Flex Partition seamlessly loads and unloads actors based on player location, ensuring optimal performance and easy integration.
To get a better idea of this product, try the DemoProject V1.0
For Support & Suggestions please visit our Discord
Why Flex Partition? Built for developers looking for intelligent and scalable actor management, Flex Partition integrates effortlessly into any game type, providing robust control and flexibility in high-density environments.
Features:
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Source Streaming Component: Dynamically adjusts actor loading and unloading based on a specified source position, such as the player location, for precise control over actor visibility and performance.
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Efficient Large-Scale Actor Management: Optimized to handle a virtually unlimited number of actors, making it ideal for large-scale projects with extensive in-world elements, all with minimal performance impact.
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Support for Level and Runtime Actors: Manage both pre-placed and runtime-spawned actors efficiently.
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Fully Spatial Hash Grid (2D/3D) Optimization: Uses spatial hashing to control actor relevance dynamically.
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Runtime Save/Load System: Enables real-time data persistence during gameplay.
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Global Control Functions: Includes commands for spawning, destroying, and managing actors at any moment.
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Actor Initialization Parameters: Configure and store actor data for streamlined handling.
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Engine Statistics and Performance Counters: Monitor real-time impact on system performance.
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Debug Visualization for Grids and Actors: View and adjust actor distribution within the editor.
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Fully Scalable and Configurable: Adapt the system to fit the specific needs of your project.
2024年4月30日至5月14日期间展示产品。
Flex分区 是一个用于虚幻引擎的动态空间分区和优化系统,旨在为开放世界环境中的actor创建高效、实时的管理。 无论是模拟游戏、开放世界冒险还是MMOs, Flex分区 根据玩家位置无缝加载和卸载actor,确保最佳性能和轻松集成。
要更好地了解这个产品,请尝试 DemoProject V1.0
如需支持和建议,请访问我们的 不和谐
为什么选择Flex分区? 专为寻求智能和可扩展actor管理的开发人员而打造, Flex分区 轻松集成到任何游戏类型中,在高密度环境中提供强大的控制和灵活性。
特征:
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源流组件:根据指定的源位置(如玩家位置)动态调整actor加载和卸载,以精确控制actor可见性和性能。
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高效的大规模演员管理:优化处理几乎无限数量的演员,使其理想的大型项目与广泛的世界元素,所有与最小的性能影响。
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支持关卡和运行时Actor:有效地管理预放置和运行时生成的actor。
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全空间哈希网格(2D/3D)优化:使用空间哈希来动态控制actor相关性。
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运行时保存/加载系统:在游戏过程中启用实时数据持久性。
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全局控制功能:包括随时生成、销毁和管理actor的命令。
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Actor初始化参数:配置和存储actor数据以简化处理。
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引擎统计信息和性能计数器:监控对系统性能的实时影响。
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网格和Actor的调试可视化:在编辑器中查看和调整actor分布。
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完全可扩展和可配置:调整系统以适应项目的具体需要。
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