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draw cull all your assets actor anything that u can to increase fps online.
lighting:
use minimal light actors as possible,cut down the radious try to aviod preshadows and dynamics as possible,sometimes eye candy is a resource and performance hit
custom sounds:
simple use them as toggleable actors,if that isnt what u are after then create them into sound cues and use them in kismet,ofc this can be global diong so,but there is many nodes too rectify that,attenuattion is common,there is much more to explain than what i had written that is just brief^^.
100% of my lights have no shadows and no shadow maps (they shouldn't). The only light that has any kind of a shadow is the purple light that has a dynamic shadow that is only on during the boss cut scene. When running server side I basically disable all lights except small destructible lights and the emp but that's disabled by default. I have not noticed a performance improvement doing this. So, it must be something else right?
The sound cues I use used to be far more complex and interesting but nodes like attenuation do not let the sound play (solo offline or server-side, sdk is fine). As far as I know play sound node is the only way to play the custom sounds but 2 weird things happen. 1 - solo offline cant hear sound normally until they do their emote before the boss wave. 2 - The sound levels are way off until the boss wave where kf2 decides to play the sound. Server-side custom sounds appear to play fine...
Is there another way to make sounds with out using play sound node in kismet?
trick for u,make the wav or wav's file into a sound cue,u can have multiples at 1 time,
open matinee make sure the sound cue is highlighted in your browser,create a new empty group and call it what u want,then right click add new sound there u can use key frames for the complex sound u have,there is no delay diong it this way,now u gave your self an option to trigger it when u need to and yes u can stop it anytime via remote events triggers ect:)
custom sounds are good if they playing as sound effect or general on play all the time,different story used with events as audio in sdk is mainly wise.