Tuesday, April 15, 2025

What a Mess!!!

 Look at this mess. Its like a looping pattern of nodes.

In an effort to bring a dynamic and visually engaging experience to the game, I experimented with using blueprints to control the visibility of different data layers based on simulated lightning strikes. What you see in these screenshots is the complex network of nodes required to make geometry flash on and off in response to environmental cues.

Initially, the setup was orderly, but as the need for precise control increased, so did the complexity of the blueprint. The final result was this intricate web of logic, where every node had a crucial role in managing the scene's responsiveness.

Unfortunately, this method turned out to be too laggy for practical use. The constant loading and unloading of data layers created significant performance issues, making it impractical for real-time gameplay. We need to find a faster and more efficient way to toggle visibility without sacrificing the immersive quality of the game.

This experience has been a real eye-opener into the complexities of game development, especially in managing dynamic environments within Unreal Engine. It's back to the drawing board to devise a method that can deliver the visual impact we want without the performance cost.

Fortunately, we've been able to use the basics of this blueprint for other parts of the level to load and unload different areas when we need them.


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What a Mess!!!

 Look at this mess. Its like a looping pattern of nodes. In an effort to bring a dynamic and visually engaging experience to the game, I exp...