1016064 trees

I looked at your other post and was wondering, you are implementing the bp node in C++, but are you building off the existing foliage system, or making your own? And are you extending the instanced static mesh class or the hierarchical instanced static mesh node? I’m asking since I’m working with Zeustiak on his random map generator and we’ve kind of gotten stuck in the trees. They are killing our frame rate. We are using the HISM node to make our forests, but the impact on frame rate is not what we had hoped. Are we just going too far by trying to use individual trees to build the forest? Do I need to make a more simplified universal “forest” mesh? Any advice would be appreciated. Cheers,

J^2

https://forums.unrealengine/showthread.php?50082-Map-Generator-3-0-Please-Critique!

https://forums.unrealengine/showthread.php?65532-Why-does-this-tree-kill-my-fps