Do packed blueprints share static mesh instances with each other?

I’m trying to get some clarity on how instancing works with Packed Blueprints. Specifically when the game needs to load identical resources when it encounters two or more BPP’s with shared assets.

The use case I have in mind is taking large, nanite meshes and using them like tiles in an open world environment where there will be restricted flying. So there might come a time when the world has loaded an instance or two of a mesh in maybe a 6 x 6 grid, then while the player is traveling they encounter the same meshes in another grid immediately next to it. It would make sense for the engine to realize both BPP’s are sharing the same mesh and/or materials.

Does this work out of the box? Not sure how to test it. Thanks!

Hi there @Sleazy_Mudkip

Yes, Unreal Engine does share identical assets (meshes, materials, textures) across memory automatically, as long as they are truly the same UAsset references. This is true even across level streaming volumes or World Partition cells—as long as the reference is to the same asset in the Content Browser.

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