Efficiently animating many thousands of Nanite meshes (cosmetic only) - culling issues

Make the objects rotate on their center (pivot) point, so that they don’t get culled or linger outside their bounds too far.

Drop nanite.
Its a visual only effect.
Why bother with the epic nonsense when having a properly made shader and an HISMC inside of a blueprint can get you billions of moving instances with marginal costs?
Unless you like tilting at windmils - in which case, by all mens do go on :wink: