I am trying to have trees, rocks, and these kinds of resources by utilizing PCG. Obviously, those resources need to be intractable. Using them as lightweight instances would be reasonable since I only need their transform while the player does not interact with them. But I do not know how I can spawn them as lightweight instances in the first place. PCG only spawns static meshes or actors. Would creating them as actors and on event begin play converting them to light-weight instances be reasonable? I don’t think so. Also, I want to generate those resources procedurally so that’s why using them as foliage is not an option. All help is appreciated.
Have you found a solution?
First.
If the landscape foliage system for the version you are on does instance batching you’d use that.
Second, what you use most definitely matters.
Placing actors implies ecah actor implicitly ticking /having a tick group/having a bunch of overhead.
Having an instance does not.
Third.
You replace what you interact with at runtime. As seen in this: