I’m looking into the ability to set up forests, ground coverage and other interactables using Blueprint actors. I haven’t seen this discussed anywhere before. How expensive are Blueprint actors?
Naturally, you wouldn’t want each grass mesh to be an actor. The engine has enough trouble with regular foliage meshes as it is. I’m more interested in trees. Would it be possible to populate an entire forest with each tree being an actor without destroying performance? I’m currently experimenting with tree felling/cutting, and this would be something I’d want to manage in a blueprint (along with various seasonal changes in material, and regrowth should a tree be cut down.
It’s a bit of an open-ended question (“How long is a piece of string?”), but I figured I should ask here to see whether anyone has any information to share on this concept, or whether there is a better approach while still keeping the same level of control over each tree / bush / mushroom / etc.
Thanks, as always! =)