No, this material doesn’t work for a normal actor, because its setup for instances ![]()
See now thats the problem. I have mine set up as placing normal actors. Instance later with HLOD.
Seems like my only solution then is to use my tool and bake custom primitive data whenever i move it.
Thanks for the help.
If its always going to be an instance, this mat will work though?
Mind you, if its HLOD isn’t it a long way away?…
Not for my scene. I literally brought the loading range down to 0. Huge performance bump and looks exactly the same. Also using nanite…. so basically it batches every mesh using specialized custom primitive data for color and dirt etc etc… Over a long range.
For some reason with 5.7 u cant have an lod chain after instancing… performance seems good with just instancing and nanite alone… so im not sure why they chose to do that but my scene functions fine without building a large hlod for the background.
Unless theres some method im not seeing.. 5.6 hlod chains worked fine.
Can you think of a reason not to use this method?
I don’t know if a switch was made. If you get the same performance, I guess its ok.
do you happen to know if stuff inside blueprints or packed level actors get instanced with objects outside of them when it comes to HLODs?
If blueprints are placing meshes ( actors or instanced ) in the world on construction, they will get grouped and instanced ( I think ) when you cook during packaging. I don’t know about HLOD.