
説明
What if you need to quickly find the nearest, farthest, or random actors in a specific area, or create a trigger zone? - This system helps you!
At the core of the Spatial Query System lies a simplified collision detection system, utilizing spatial accelerators such as a 3D Spatial Hash Grid or Bounding Volume Hierarchy.
YouTube video | Documentation | Example Build Project (Windows)
Fast finding the nearest, farthest, or random actor in a given area
Quickly determines an actor's position, direction, and distance in a given area
Uses simplified forms to define Query Shapes (Point, Sphere, Box, Capsule) and Query Action (Sphere, Box, Sector)
Uses multithreading for updates and queries
Uses SIMD optimizations to improve simplified collision detection
For each check, the System has corresponding functions and their asynchronous analogs
Additional search filters, based on Gameplay Tag or a parameters setup (movement state, shape type)