I am progressing further into my city build and I was wondering, should I try to use static meshes to create the buildings and then instance it? I’ve been using both. I cannot instance box brushes from my knowledge. I have about 2,070 actors total, fps is okay, it gets a little rigid until I get smack in the center of everything, then the fps goes back to normal, and ingame the fps is great. I may need to have around 30,000 actors total though, is this possible with lods?
use static meshes and LODs for them (the integrated tool from simplygon). also you might consider using the landscape foliage tool to place so many actors.
The actor count will most likely kill your project. If you have 30.000 boxes with 8 vertexes each the project will still run badly. It will run well when you have 1000 meshes with 240 verts each. You have to somehow combine those meshes. If possible make lower detailed groups for the outer area where the camera doesn’t get close.
Another way to combine them is to instance actors in unreal. They instances need to use the exactly same mesh in the content browser. This can be done with the foliage tool (as mentioned) or in a blueprint.
Thank you for the replies. I decided to ditch all box brushes and am now using static meshes that are instanced & assembled in blueprint. No issues so far, as for placing props with the foliage tool, I’m doing that for obviously, the foliage, and debris actors.
The frame rate is doing just fine now. I researched more and came to terms that they’re just for white modeling, or blueprinting.