anyways, i managed to get something "playable" working now
basically i made 4 meshes, each with different Z
so depending on the height/width ratio of the trigger's radii they are getting the appropriate mesh
i might make more than 4 meshes to distribute over the range of different ratio's to further reduce fps impact
here is a video of the current status: https://streamable.com/7rsnd
these are TriggeredDeaths, i didnt really find a good texture yet, maybe you know some fitting textures? (one for Triggers, Kickers and TriggeredDeaths)
they dont have to be animated per se, just gotta fit
EDIT:
now probably for my final question :
currently the only way i was able to spawn the cylinder actor (client sided ofc) was by modifying the Triggers via the main mutator on the server
done 2 ways:
Code: Select all
Foreach AllActors(class'Triggers', TRIG)
TRIG.bHidden = false;
(+ im guessing it gives the server some extra load to work with too, right?)
Code: Select all
Foreach AllActors(class'Triggers', TRIG)
TRIG.bAlwaysRelevant = true;
the reason why im trying these methods is because for some reason the client cant find the Triggers if they have bHidden=true
and also; if the Triggers would have bHidden=false, the client still cant see those Triggers that have its center located in the void
so the question is; is there a way for a client to be able to see Actors with bHidden=true and even if they are located in the void?
(a quick idea i got is maybe let the server create some dynamic array struct with all the locations and radii loaded at the start of the game and stored for when players activate this "Show Trigger Collisions" feature? lol i feel like there should be an easier way for all this)