Unreal Pedestrian System - Part 3 [Dynamic Spawning and Pooling Pedestrians]
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This is the part 3 of the mini series I am doing on a pedestrian system in unreal engine. In previous episode, I implemented a way to define paths the pedestrians can take when they roam around the city. Today, I am going to implement a way to dynamically spawn the pedestrian characters and make sure that they are always present around the player to make it look like a busy city streets with full of people. But the characters will be spawned and maintained their life cycle according to the object pooling pattern to save performance. The characters who leaves the visible range of the player will be automatically relocated in the world to again walk by the player.
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