MH-AMC-Modular

Tutorials and discussions about Mapping - Introduce your own ones!
Buggie
Masterful
Posts: 715
Joined: Sat Mar 21, 2020 5:32 am

Re: MH-AMC-Modular

Post by Buggie » Mon Sep 27, 2021 2:25 am

Because big portal i think. In half on map size. Possible also because in this portal located mover. Maybe try warp it all time?

Eternity
Average
Posts: 72
Joined: Sat Nov 30, 2019 10:56 pm

Re: MH-AMC-Modular

Post by Eternity » Mon Sep 27, 2021 2:56 am

If i destroy 'Trigger1' (in runtime) then CPU load drops at about 5x. But if reduce its CollisionRadius/CollisionHeight for example down to 1/1 units then CPU load drops only a little bit... Don't understand yet why this happens...

It seems something triggers it very frequently, so it keeps iterating all actors for 'LoopPortalMover' event - this produces high CPU load...
Last edited by Eternity on Mon Sep 27, 2021 3:05 am, edited 1 time in total.

Buggie
Masterful
Posts: 715
Joined: Sat Mar 21, 2020 5:32 am

Re: MH-AMC-Modular

Post by Buggie » Mon Sep 27, 2021 3:04 am

Wow. trigger1 really huge. not notice that. Will be fixed in next version. Thanks.

Eternity
Average
Posts: 72
Joined: Sat Nov 30, 2019 10:56 pm

Re: MH-AMC-Modular

Post by Eternity » Mon Sep 27, 2021 3:13 am

But without Trigger1 4 AssertMover's with Tag 'LoopPortalMover' will stop moving...

Buggie
Masterful
Posts: 715
Joined: Sat Mar 21, 2020 5:32 am

Re: MH-AMC-Modular

Post by Buggie » Mon Sep 27, 2021 3:43 am

OFC i remake this stuff for work without trigger1.

Automatically merged

High CPU load because trigger flood with events.
Each 25 ms.
scr_1632710859.png
You do not have the required permissions to view the files attached to this post.

Eternity
Average
Posts: 72
Joined: Sat Nov 30, 2019 10:56 pm

Re: MH-AMC-Modular

Post by Eternity » Mon Sep 27, 2021 5:55 am

Understood now.
In this case there is no reason to have this value lower than a few seconds.
Also, maybe it is better to synchronize 'LoopPortalMover' Event with the AssertMover's Event to get rid of unnecessary trigger calls and all actors iterations...

Buggie
Masterful
Posts: 715
Joined: Sat Mar 21, 2020 5:32 am

Re: MH-AMC-Modular

Post by Buggie » Mon Sep 27, 2021 8:08 am

V4
- remove big trigger which cause high CPU load.

Updated on first post: viewtopic.php?p=130959#p130959[hr][/hr]

Automatically merged

If anyone interested, as I see mapper suffer from this bug:
https://github.com/OldUnreal/UnrealTour ... issues/474
He need -10000 for yaw on second copy of cube. but can not do this. So he make AssertMover with this awful trigger,

I remove trigger, Assert mover turn in 90 degrees by pitch, transform permanent for change direction of origin. return back to 90 degrees by pitch.
Now origin points up or down. So i can use roll for rotate it, instead of Yaw.

For second part i do same, but rotate to -90 degrees for pitch, transform, and again turn back. now origin look in opposite Z side from first part.
And there again Roll rotate for 10000. This not screwed by network replication, but really it rotate in different direction, because origin pointed on one part - up, on second - down.

OFC physics changed to rotating, instead of moving brush.