Die to Survive - Railshooter

This is a very helpfull tip, thank you for this. I switch to soft for the meshes in the database without any problems. Just worked after switching.
Not sure how much better this will work with nanite because as i understand it already instanced all the same meshes. But this counts for visible meshes and soft pointing if i understand right dont load into memory if not displayed wich is great. Did not know models would load into memory if just stored into a database within a BP (Not sure what happens if the all use the same textures, i guess this would not be a problem).

As i stared to prepare the tomstones for the marketplace i did a simple add/select of the meshes. But as always i search after finishing on how i can improve this.

This really feels like a overkill for all and i dont even think someone would even use the options. I will finish this with the options there are in now.
After this i will do the c++ version of it for my own specific needs. Updating later is always possible if i learn an even better way.

One of the main reasons i dig in so much into this, this could change my whole approach to set up scenes. Like i figured out if i use seemless masks this also can work with modular pices like walls. You could build a whole skyscraper with 3 textures and have not the normal same looking textures.

It is just crazy how much you learn every time while searching for better performance …
This also negates the need of Polypainted meshes. Because this would need you to paint every single model and having the same resolution/clean top and so on for lots of different mesehes turned out to be a nightmare. Also, for a different looking texture you need a new mesh … could be work for bigger things like building Mountains where you would have 4-8k textures or meshes you dont use often tough.