Runtime Variable System Lite tutorial here: • Runtime Variable Syste... Pro Version on marketplace: www.unrealengi... Lite version on marketplace: www.unrealengi...
I have needed this plugin for a long time for a game I was developing, although I don't see the possibility of using this for mods within the game, it is very useful for me to finally have a variable that almost all entities have, without having to access to interfaces and configure replication, thank you very much bro
No. They will be very much the same. This system doesn't constantly "listen" to the changes, so its performance is very high. It only detects changes when you Set the variable and only send events then. In fact, OnAnyObject might be event slightly faster. It just broadcasts event without finding the variable in particular object, so it might have some performance benefit. However, it will be a difference you will never ever see, you would have to probably blast 100k events every frame to see any measurable difference if any at all. Generally speaking this system's events are performing slightly better than Unreal dispatchers.
@@biiiiioshock No worries! Just for the future, it's better if you ask questions on our discord channel, so more people can then go and see the information. Thanks!
How is saving/loading variables handled?
It is not yet, but I am working on a node that allows saving and loading them using Unreal Game Save.
I have needed this plugin for a long time for a game I was developing, although I don't see the possibility of using this for mods within the game, it is very useful for me to finally have a variable that almost all entities have, without having to access to interfaces and configure replication, thank you very much bro
No worries! Let us know if you encounter any issues!
Hi, is the "OnAnyObject" node less performant than the one with the object input ?
No. They will be very much the same. This system doesn't constantly "listen" to the changes, so its performance is very high. It only detects changes when you Set the variable and only send events then. In fact, OnAnyObject might be event slightly faster. It just broadcasts event without finding the variable in particular object, so it might have some performance benefit. However, it will be a difference you will never ever see, you would have to probably blast 100k events every frame to see any measurable difference if any at all.
Generally speaking this system's events are performing slightly better than Unreal dispatchers.
@@furiousproduction6766 This is great to hear. Thank you
@@biiiiioshock No worries! Just for the future, it's better if you ask questions on our discord channel, so more people can then go and see the information. Thanks!