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I have imported a csv file into unreal. And now have a data table. The data table has x,y,z coordinates. I want to make it so that a particle system reads the data and creates a sprite at a location for each row in the data table. I currently have a blueprint that spawns an emitter for each row. But this is very slow with larger data sets. And I would like to spawn these sprites within the particle subsystem.

I'm open to more optimized solutions then using a data table if it is possible.

Philip Miller
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Datatable use is fine, but a particle system isn't. If your dataset has a relatively small number of points, just plot boxes or points using a blueprint. If it's a larger dataset, you may want to shift into code (use C++ to write points to a Texture2D and blit that to the screen).

JonS
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  • Do you know how I could blit the points to the screen? I don't really have experience in using c++ with unreal. – Philip Miller Apr 09 '18 at 01:57
  • This is a pretty complex topic and would require C++. Can you give more details about number of points to plot, frequency of update etc.? – JonS Apr 09 '18 at 20:00
  • Number of points would be 10's of thousands or more. Update frequency is not a big issue. I found this example:https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/63159-how-to-place-single-gpu-particles-at-specified-locations This might be enough I don't know how to set up the texture to show the vertices that I want. – Philip Miller Apr 10 '18 at 01:42
  • That's enough points to warrant C++. Try this: https://answers.unrealengine.com/questions/475962/dynamic-texture-memcpy.html – JonS Apr 10 '18 at 03:49