UDK has a weird bug when you use a lot of interpret actors lets say 1000 - Your fps drops a lot but not because interpret actors use gpu - cpu too much. Instead there is bug that when you use too many interpret actor , gpu and cpu usage doesnt get pass %50.
IF i could find a way to use as many interpret actors i want and as a result i would have %100 gpu-cpu usage then it will be great for me.
Thanks in advance. This is a really important issue for me. Please dont say why do you have 1000 interpret actor in one map. I can build the same map with everything static mesh. But when i build with everything static mesh , i always end up with a new problem when i move a mesh and rebuild lighting , its not the same.



Reply With Quote


Bookmarks