Coming close to an end on this tallgrass implementation! Yay!
Imho performance is starting to get really really decent considering it’s all blueprint driven. Most of the fps drop comes from overdraw from the unoptimized foggy particles and from recording. I’ll probably nativize some of the code sooner or later to further improve the performance, for now it’s good enough!
The whole foliage interaction system (swapping static foliage instances with interactive BP driven one and running the custom collision simulation on each active BP) cost at most like 0.3/0.4ms on the gamethread which I guess is good enough for a proof of concept. Now I still want to cleanup some of the bleuprints and I’ll actually be able to move on, either doing some art tests on landscapes or work on some AI or other BP related stuff… not sure yet! That being said, I’m super stoked on the result and I am super proud of myself (which is not often!) 🙂