Hi All
We have a growing number of Marketplace and Non-Marketplace static meshes in our library and we are considering organising this for easy cataloging. (We have been lead to believe we shouldn’t be moving meshes and materials out of set locations as this can break things particularly when upgrading a Marketplace package)
One idea thrown around by the team is to create a blueprint for each static mesh so that we could mimic the Prefab functionality in Unity.
This library of Blueprints would a mixture of Blueprints with a singe static mesh and other “assembled” static mesh Blueprints.
My question is, in the final product build, is there any overhead at all with having Blueprint “prefabs” constructing our levels. These Blueprints would have absolutely no logic and just contain the Static Mesh or Meshes for each asset.
I have looked up multiple similar questions but there doesn’t seem to be a straight answer with most answers like “It should have minimal impact on performance” to “Shouldn’t matter too much”.
I’m just concerned about “Should or Shouldn’t” type answers, does anyone know for certain it there is any measurable impact at all on big levels.
My biggest concern is if I have a level with 1000’s of modular static meshes that are in Blueprints causing performance issues and being too late to change it.
Thanks in advance!