GAME: Searching assets for key. Avoiding Blueprints?

Hi, you have a room and 3 assets in it; in one of them there’s a key.

The way is: each asset is BP_asset (with the “key-find” logic in it).

But: Is it possible to avoid using the 3 BP_assets and maybe use Tags (or other stuff) on the cube meshes to be exposed? Can this be triggered by the BP_Character? You would do it (Optimization wise)?

Thanks

I answer myself: By instancing meshes around the map like foliage. Once the player interact with them it will cast a ray trace that collide with the above mentioned instance. The blue print now will replace that instance with the relative blueprint. This will allow to dramatically decrease drawcalls (in case of far more than the 3 assets I mentioned in the question).

Today’s “INSIDE UNREAL Building A Survival Game - Derelicts” gave me this answer.