
Descrizione
Core Architecture
Dual Rendering Engines — HUD Canvas (sub-millisecond draw calls, up to 3000 objects) + Widget Blueprint (fully custom UMG visuals, animation-ready)
Triple Calculation Modes — Auto Bounds (zero-config, ~0.001ms/object), Manual Sampling (skeletal-level precision for characters), Auto Sampling (component tag-based discovery)
Three Performance Modes — Static (zero tick overhead, 3000+ objects at 60+ FPS), Dynamic (real-time tracking with occlusion, 100+ characters), Motion Triggered (threshold-based smart updates, ~0.2ms/object)
Six-Dimensional Optimization (cumulative: 16x performance gain over unoptimized baseline)
Frustum culling — skips objects outside camera FOV entirely
Sample points threshold — early-exit on invalid/occluded objects
Distance culling — configurable max render range with immediate early return
Active camera detection — multi-camera scenes only process the active view (85-90% reduction)
Camera-relative motion — Static mode updates only on camera move, triple-detection (world-space, rotation, screen-space pixel threshold)
Advanced occlusion — 4 strategies (Simple/Spatial/Temporal/Adaptive), reduces occlusion checks by 60-75%
Visual Features
Rounded corners via triangle-fan with static arc caching (70% fewer trig calls)
9-anchor tag system with auto edge-anchoring and screen boundary clamping
Machine vision noise — Perlin/random jitter, per-corner independent deformation, distance attenuation (simulates thermal imaging, night vision, radar interference)
Blueprint-First
Every feature accessible from Blueprint
Widget Rendering Module (v2.7+) — subclass UBoundingBoxWidget in UMG, override UpdateBoundingBox / UpdateTagText, add animations, progress bars, state-aware UI — zero C++ required
Full API: SetTagText, SetRenderingEnabled, RequestUpdate, RefreshBoundingBox, SyncWidgetStyle, dynamic Widget class switching, runtime style control
Performance Benchmarks (RTX 4090 + i9-13900K, 1920x1080)
3000 static props: ~3-5ms CPU | 60+ FPS
100 dynamic characters: ~30-40ms CPU | 55-60 FPS
500 indoor objects (Motion Triggered + Adaptive occlusion): ~10ms CPU | 60 FPS
UE 5.5–5.7 | Win64/macOS/Linux | Shipping + Development builds



