
Originally Posted by
Steve Polge
Ticking a single actor in UnrealScript will be negligibly expensive.
If you want to check whether a physics object has stopped moving, you can implement the actor event OnSleepRBPhysics(). However, you may not get the results you want - in some cases the ball may take a long time to go to sleep, even though it is hardly moving. I'd recommend testing the velocity of the ball in a tick or timer function instead.
If you really need to optimize the check, I'd suggest using a timer rather than a tick function, and setting the timer interval on each check based on the current velocity and an estimate of when it might come to rest.
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