Hi,
unfortunately there is no instanced skeletal mesh implemented in UE4… But I have a plan, as always
In future, I want to replace my current flipbook lod with a static mesh component, animated by a shader (like in my original project made with another game engine), then there would be a chance to use instanced static mesh components somehow…
Here comes another “but”: probably it would require a different unit pathfinder, something more “stupid”, more CPU friendly. In TW there are large areas, even city walls are wide, maybe a potential field or vector field system would be better in that case. I have just researched it in the past few days, it can also be hierarchical as my system, and can be based on my current A* implementation, so not impossible to add it later as a secondary unit pathfinding solution… But I’m not sure its performance would be much superior.
I thought of 3rd person control too, once I made it with a navmesh based group pathfinder when I tested Esenthel game engine, so this “hero mode” is really possible, I add it to my “little” list. I think it will be allowed only for special units to be followed/protected by other own units…