Create House in BP, optimized ?

Hello,

I am doing level design of a medieval city. I have a pack from the marketplace. In this pack, there is some prefab houses that are blueprint.

I was wondering if there is any optimisation issue if I use a lot of blueprint in my city (to have a lot of house) ?

I was wondering if it is better to use several static mesh directly in the world than using BP in the world which contain several static mesh ? Is there any difference for optimisation ?

I am using 4.26
Thank you for your time and help !

All the best.

Test it out, is the best thing.

I spent a long time instancing meshes for a maze level Iā€™m making. The performance got a lot better when I turned them all into BPs. Makes no senseā€¦

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Thank you a lot for your answer ! :slight_smile:
For the moment, I am in a test map and observing the package I will use for Level Design. I look at FPS and shader complexity and it seems to be good with BP, but I would like to be sure. There is no incidence with LOD etc using BP ?

I really would like to understand why it is better with BP for you in your map, maybe it is linked to something the BP does ? For example undraw mesh that are at a distance, etc ?

Thank you for your time !

Technically, it should be worse with BP. The BP does nothing :slight_smile:

The meshes still LOD in BP.

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Ok, thank you.
What I mean by BP may do something is link to the cull distance of the mesh. Maybe the cull distance when you just put the static mesh in the world is different than the cull distance of the static mesh inside a BP ?

Another question please : since I am trying to find the best way to create prefab for my city, I would like to know the difference between using several meshes in the world and each time I need to have again this house then I select them all and dupplicate them for the new house, or using the ā€œconvert to static meshā€ for the whole house and just have to put the whole house in the world several times ? Is there any diffrence ?

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Yes, all these things are different.

Instancing the meshes and only using them once ( the rest is an instance ) is supposed to be the way.

I think ISMs donā€™t LOD, but HISMs do.

From what youā€™re saying, I donā€™t think you are familiar with instancing

ā€˜convert to staticā€™ mesh is probably not a good option.

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Thank you for the video, I will look at it now :slight_smile:
But the video is for UE5, is it working the same with UE4 ? (especially 4.26)
Also, your personnal experience you talk before about Blueprint was on UE 5 or UE 4 ?

This aspect of the engine is the same in both versions :slight_smile:

Ignore the stuff about blender. Itā€™s not needed. Not a great vid, try this one

I watch both the two videos, I think I understand everything about it now :smile: thank you a lot !
Thank you for your help and your time. I think I have all the answers to my questions now :slight_smile:
Have a nice day !

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No worries. Be aware, there are a lot of different ways to do this.

You can, for example, just change them all into instance using the editor menusā€¦ ( you donā€™t have to code ).