Hi everyone,
I’m working on a large-scale map in UEFN, and I have a serious performance issue due to a high number of in-game Fortnite objects (props, building assets, foliage, etc.).
Main problems:
- Too many unique objects causing high draw calls.
- Memory usage far exceeds the 100,000 limit.
- FPS drops due to too many physics-enabled objects and dynamic lighting.
Questions:
Is there any way to merge in-game Fortnite objects into a single entity (like Instanced Static Meshes or Proxy Meshes)?
What are the best methods to optimize an island with thousands of Fortnite props?
How can I efficiently disable objects outside the player’s view to save performance?
I’ve already tried HLOD, reducing materials, optimizing collisions, and limiting dynamic lights, but I still have performance issues when publishing the island. Any advanced techniques or workarounds would be highly appreciated!
Thanks in advance!