Section 7.6. Runtime Proxy Scan Map generation

When it comes to spawning objects in your level, it’s most often the case that you get dramatically better spawn times when you turn off collision on your meshes. This is helpful, but you usually need it on during play – so here is a system that works like the Proxies (well, it is proxies) that allows you to swap in (or add to) your ISMs when they get close.

It allows you to create the proxy scan data needed to find the closest objects from volumes such as PCG volumes at runtime and then use that to swap in proxies.

You can split the volume area up into rows and columns of any number during creation – only the closest cells are scanned.

The Meshes list allows you to only build for the included meshes. If this list is empty, it builds for all meshes.

The function returns the number of objects baked.

When you no longer need them, you can remove them like:


Tutorials