My actors are spawned dynamically at run-time in a 26x19 grid. Can I efficiently “use the merge actor tool to combine actors” at run-time in my C++ code? The goal is to spawn 26x19 actors on level begin, and then Destroy() actors gradually as the game continues (I’m basically using actors for fog of war). It’s all the same actor just 26x19 copies of it.
According to ( Using Instanced Meshes doesn't reduce draw calls - Asset Creation - Epic Developer Community Forums ), instancing does not batch draw calls and does not reduce draw calls. Instead, it just sorts the draw calls so that draw calls from the same material happen in a row. Again I’m assuming ( Using Instanced Meshes doesn't reduce draw calls - Asset Creation - Epic Developer Community Forums ) is true, but I’d love to verify it if it’s easy to do somehow?