(39) 's Extra Blueprint Nodes for You as a Plugin, No C++ Required!

Ah I see, so the static meshes are converted then merged based on the mesh, and if you change the texture coordinates, it would change the static meshes that you have in the level, of that particular mesh, so if you have 10 static meshes, the plugin searches and finds meshes of a particular name, then merges those, so you could have potentially hundreds of thousands of meshes merged into the number of beginning meshes you have, 250,000 meshes with 50 basic meshes would be 50 draw calls(plus those other extra draw calls for texture, etc), but that’s still way better than rendering that many meshes.

I wonder if it is possible though? You can change the scale, location, etc in the editor, I wonder if an overlay with an atlas material could be implemented? So you could have the same static mesh, just one draw call, with thousands of texture coordinates in different positions on the atlas material.

I’m developing a massive, game world wide modular building system, such that modular building pieces can be laid down(foundations, walls, frames, etc), and seen in the distance. The entire game world is built entirely out of modular pieces. You can build a town, city, castle, anything you want anyway you want, and see it in the distance efficiently. Even ruins and underground tunnels are built using the same system.

I’m using a runtime static mesh merging system for most of the building pieces, they are based on provinces, there are around 30 provinces, each with a different merged static mesh. static mesh merging works well enough, only problem is when you want to build something, you can’t take any triangles away from the merged mesh, so when you enter build mode in a province, there is a simple mesh that is spawned on each control of the modular building system, and these meshes are Victory Plugin instanced meshes, that are merged together with only as many draw calls as you have unique meshes within the province. When you want to delete a piece, the pieces are separated so that individual instances can be deleted, then merged together again after you’re . When you’re finished building the static mesh is spawned again with updated pieces(the previous merged static mesh is merged with the updated pieces).