5000 instances of a BP each of which contains 5 static meshes (how to optimize?)

Hello everyone,

I’m developing a city builder and I’m going to have to spawn something like 5000 versions of my Vehicle_BP blueprint that I’m developing from scratch. In this blueprint there are 5 static meshes:
Body, wheel1, wheel2, wheel3, wheel4.

Body mesh will have displacement and rotational movement (suspensions, centrifugal force, etc.)
and the wheels will only have rotations on 2 axes.

Since there will be 5000 instances of this blueprint on the scene, I don’t think it’s very clean to have a blueprint per static mesh.

Is it possible to move and rotate static mesh components?
If not, what is the least expensive solution in memory and therefore the cleanest please?

Clean doesn’t come into it, it just won’t work :slight_smile:

Particles might be a way to go.

Blueprint when up close, but particles the moment things are some distance away.

1 Like

hi,
this might be useful :slight_smile:

like @ClockworkOcean suggested particles are the way to go… here is a demonstration with animation textures, which is pretty awesome

cheers :vulcan_salute:

1 Like

Thanks for your answers. The particle solution seems great.

I found a way to rotate/move any static mesh component :