Foliage handle system in ue4 is extremely optimized and works great. Not to say there isn’t other ways, but I wouldn’t be spawning that stuff, you could do it any way you wanted though.
So before I go ahead and do this. I’m just wondering how it has worked for anybody else.
Would it be more performance optimized to Spawn Instance Meshes for foliage through blueprints based on the actor location opposed to the foliage handling through the engine? I’m trying to think of ways to get lots of foliage while still retaining optimization. I’ve already setup dithering through the material.
Do you have any ideas for further optimization?
You mean besides optimizing the foliage meshes and materials? I would just place with culling distances and density.