> Materials created in runtime are not ‘stored’ they are instanciated in memory. If you create the instances inside a blueprint’s construction script, they are probably stored inside the Intermediate folder somewhere, but I didn’t check that.
> When seed is lower, seed values repeat more and instances that have already been created will repeat on meshes more times, reducing the instanciation process overhead and reducing drawcalls when material+mesh are the same.
> You can’t rename variable identifiers of objects generated at runtime.
> Yes. Modern powerful Pcs can handle around 4~5000 drawcalls before starting to lag fps.
Dynamic batching can improve that CPU usage a lot, but will cost much more vram to run the game.
> I may be ulterly wrong on it all, since graphics program is not under my belt; I know little about graphics and shaders beyond common OpenGL functions