In BPs that’d be a no-no. In C++ perhaps? Google confirms this exists:
GetCustomDataValueOnInstance
But I’ve never seen it done or even documented…
Besides the above:
so I need a fair amount of additional data for each mesh
The official docs state one can store 32 floats, which is not true - at least it wasn’t in 4.27. The actual number is either 16 or 18 - last time I tested it. Which is still plenty but it’s just floats.
How I do it:
- use the Tmap with key being the index and enjoy any data type via a struct
- never remove instances
- instead, move them where they can’t bother you; flag its
hasBeenEaten
map data appropriately - bunny eats a carrot? That carrot now lives 5000 uus underground where no sensible bunny should go
- to regrow it, reuse one of the eaten carrot instances that lives underground
- at some point you’ll need to save it all - that’d be the time to trim the HISMc and repopulate the map from scratch
Think of this as of object pooling. The key is to not remove any HISM instances.
Example: