Can I use nanite to render many meshes within a single actor?

Dang, I was hoping to avoid multithreading the models. I tried multithreading the mesh generation a while back, but the main issue was that all the models were on the main thread, and I had to duplicate the mesh data for all the blocks I needed onto the new thread. It was the classic memory vs performance dilemma. It’s great for collision generation because detailed collision only has to be close to the player and I can sort of fudge it with lower poly abstraction at greater distances. Either way, thanks for your help, you answered my original question, it looks like it’s time for me to go back to the drawing board!

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