World Director Actor – Optimize Thousands of Actors with State Persistence – Unreal Engine

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World Director Actor – Scalable Actor Optimization and Persistent Simulation
Summary. System for managing thousands of active actors in real time without FPS loss. Uses a two-level optimization pipeline, preserves actor state, supports multithreading and server-side logic for multiplayer.

Key Features:
Scalable Performance
Handles very large numbers of actors with stable FPS.
Persistent State
Position, rotation, scale and other parameters are stored and restored on return.
Two Optimization Levels
Level 1: Off-camera actors disable client rendering/animation/tick.
Level 2: Distant actors are unloaded or swapped to instanced/static meshes and restored with full data on approach.
Selective Control
Choose which actors are always active and which follow optimization rules.
High Throughput
Multithreaded processing for hidden actors; server-side calculations in MP.
Easy Integration
Component-based setup; per-actor visibility distances; progressive spawning to avoid frame spikes.

About Our Plugins:
7+ years of proven experience in Unreal Engine development.
Regular updates and continuous improvements.
Featured multiple times in Epic Games ShowCase.
Free Discord support and active community.
Many features implemented from developer feedback.

Note: The plugin’s price may increase as new features are added.

Features:
Level 1 – if the actor is out of view of the camera, all its components and skeletal meshes are disconnected from rendering, and a set of optimization measures are applied, such as animation playback and tick frequency. It’s all customizable. You can disable the tick altogether to improve performance. You do not need to calculate the laser beam from the weapon if it is far away. All this will be done by the World Director Actor.
Level 2 – if the actor is further from the character than you set in the settings of the World Director Actor plug-in, he is destroyed from the world, saving his data until you come closer.
At level 2, the actors cannot compute according to your code, but they don’t need to. You will be able to specify which actors to optimize and which not.
All calculations for hidden actors in level 2 are done using multithreading for better FPS.
On my system with an AMD 2700X processor, I hit 200,000+ actors at 120+ fps
Code Modules:
AWorldDirectorActor(Type: Runtime)
UWDActorComponent(Type: Runtime)
Number of Blueprints: 2
Number of C++ Classes: 2
Network Replicated: Yes
Supported Development Platforms: Win64
Supported Target Build Platforms: Win64
Supported Unreal Engine Versions: 4.25 – 4.27 and 5.0 – 5.7
Example Project: Included

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