Hi there. I have looked for the above question but can find no answer.
I need to know how to create a static mesh instance that can be duplicated over the level many times to help keep the drawcalls to a minimum.
If someone can point me in the right direction, that would be great.
Yeah pretty much anything you want instanced. I generate a hex map with them, but you can procedurally generate just about anything you can math together with them.
Just realize that you can’t really rely on instances for collision or interactivity, so using invisible collision volumes in those cases is an efficient way to handle it. They can lay right on top of your instances and be the same size if need be.
Thanks for the heads-up Zuestiak. Hope Epic add collision volumes to Instanced Meshes in an update, but in the meantime I’ll just wrap my Instanced meshes in a collision volume. Guess I could even model a low-poly version of the asset and use that as the collision volume like you could in UDK. I’ll look into that.
Thanks again Zeustiak, great technology with a fantastic community.
Hi, this thread almost helped my problem. Is there a way to copy a blueprint and keep its functionality, for instance, I have a bottle which changes colour with the press of a key, but when I copy it so that I can have 2 bottles that change at the same time it doesnt work, only the newest copy of the bottle will change colour. Any light shed on this problem would be appreciated. Thanks