Been working on creating a foliage system for my current project Adventure Roll. This is running on a dedicated server. The system uses a deterministic spawning function to place foliage at the same locations across the network and then spawns them locally via a hierarchical Instanced static mesh component. currently there is a slight hitch in the system with large areas but that will be worked out in time.
Growth patterns are implemented but take too long for run-time spawning. Better multi-threading is required (Currently only futures are used)
This system can be used for more than just foliage technically. I have used it for rocks and rubble and other things as well.
Тэги:
#UE4 #Runtime #Foliage #Multiplayer #Network