Features:

  • Spawning and releasing actors without calling constructors and BeginPlay each time
  • Re-use frequently spawned actors like projectiles
  • Easy implementation by Interface for all actor classes in pure C++, pure Blueprints or mixture of both
  • Hook PoolBegin and PoolEnd events from C++ and/or Blueprints for lightweight initialization
  • Demo-Level and pure Blueprint sample included
  • Update 1.2: Blueprint spawn on Server with network replicated actors

Code Modules:

  •  PoolManager Runtime

Number of Blueprints: 4

Number of C++ Classes: 2

Network Replicated: No

Supported Development Platforms: Windows 32-bit, Windows 64-bit, Android, Gear VR, HoloLens 2, HTML5, iOS, Linux, MacOS, Nintendo Switch, Oculus, PlayStation 4, Steam VR, Xbox One

Supported Target Build Platforms: Windows 32-bit, Windows 64-bit, Android, Gear VR, HoloLens 2, HTML5, iOS, Linux, MacOS, Nintendo Switch, Oculus, PlayStation 4, Steam VR, Xbox One

Documentation: https://drive.google.com/file/d/15vyKyTF2eP2lGnSUlWj-t_fXK2djUlGU/view?usp=sharing

Example Project: Sample level, code class and sample blueprint included

I will support you with additional features and implementations.

特征:

  • 生成和释放actor,而无需每次调用构造函数和BeginPlay
  • 重复使用经常生成的actor(如投射物)
  • 通过接口轻松实现纯C++、纯蓝图或两者混合的所有actor类
  • 从c++和/或蓝图挂钩PoolBegin和PoolEnd事件以进行轻量级初始化
  • 包括演示级和纯蓝图示例
  • 更新1.2:使用网络复制actor在服务器上生成蓝图

代码模块:

  •  PoolManager运行时

蓝图数目: 4

C++类数: 2

网络复制:没有

支持的开发平台:Windows32位,Windows64位,Android,Gear VR,HoloLens2,HTML5,iOS,Linux,MacOS,Nintendo Switch,Oculus,PlayStation4,Steam VR,Xbox One

支持的目标构建平台:Windows32位,Windows64位,Android,Gear VR,HoloLens2,HTML5,iOS,Linux,MacOS,Nintendo Switch,Oculus,PlayStation4,Steam VR,Xbox One

文件: https://drive.google.com/file/d/15vyKyTF2eP2lGnSUlWj-t_fXK2djUlGU/view?usp=sharing

示例项目:包含示例关卡、代码类和示例蓝图

我将为您提供额外的功能和实现。










Discord Q&A and support: https://discord.gg/tu6ZNgwAb9

Actor Pool Manager Plugin

Spawning alot of actors can hurt your performance of your application. Spawning and destroying the same actor classes will require unnessary memory allocations, constructor calls and will even consume more power if you load other resources like materials, animations or particle effects in your BeginPlay methods.

This plugin is designed to optimize and simplify your actor spawning. Gain more performance and stable framerates while respawning alot of actors by code in C++ or from Blueprints.

Easy Implementation

The Actor Pool Manager Plugin provides an Interface that can extend your C++ Actors and your Blueprint Actors. That way, it is very easy to implement actor pooling in your existing code. It can be used on every C++ or Blueprint class that is an Actor, even Pawns or Characters.

The Interface implementation allows you to use the plugin on complex actor hierarchies without touching the underlying code base. Inheritances cannot be changed in most cases, for example the APawn class. It is not possible to change the base Actor class. With the PoolActorInterface it is possible to extend the default APawn class with the actor pooling feature. All you need to do is to create your own, empty Pawn class which extends from the default Pawn and add the PoolActorInterface.

不和谐问答和支持: https://discord.gg/tu6ZNgwAb9

演员池管理器插件

生成大量actor会影响应用程序的性能。 生成和销毁相同的actor类将需要不需要的内存分配和构造函数调用,如果在BeginPlay方法中加载其他资源(如材质、动画或粒子效果),甚至会消耗更多的能量。

此插件旨在优化和简化您的actor生成。 获得更高的性能和稳定的帧速率,同时通过c++中的代码或蓝图重新构建大量actor。

易于实施

Actor池管理器插件提供了一个接口,可以扩展C++Actor和蓝图Actor。 这样,在现有代码中实现actor池非常容易。 它可以用于每个作为Actor的C++或蓝图类,甚至是Pawn或字符。

接口实现允许您在复杂的actor层次结构上使用插件,而无需触及底层代码库。 在大多数情况下,继承不能更改,例如APawn类。 无法更改基本Actor类。 与 N.游泳池接口 可以使用actor池功能扩展默认的APawn类。 您需要做的就是创建自己的空Pawn类,该类从默认Pawn扩展并添加PoolActorInterface。

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