Okay, so I’ve got a scene with multiple skeletal meshes that were created using iClone 6. When imported into UE, each of these meshes has around 13-16 materials. Each of these materials defining the shirt, pants, eyes, body skin, head skin, shoes, toenails, fingernails, etc. This is clearly extremely inefficient and causes around 110+ draw calls with just 8 characters placed in the scene. There must be some way for me to reduce the draw call amount by combining all of the texture maps into one or two materials for each character, I’m just not too sure where to start. I understand it would probably be a pretty daunting/tedious task to fix this for each character, but I’m willing to go through it as long I know the workflow. If someone could lead me in the right direction, that would be great as this is pretty crucial to my project.