How would I go about a large city?

Hi Falthar,

I would look into two things:

Hierarchical Instanced Static Meshes - Instead of laying down your buildings as separate static meshes, create a few empty actors with the HISM component and load the same types of buildings into one actor each. So say, you have 10 types of buildings and they repeat. Create 10 different actors with HISM components and add as many copies of the same building as needed. This will give you HUGE savings in performance and it also has the option of culling meshes based on distance.

Level Streaming - Like Tozan mentioned. If you have a huge landscape / world, you want to set up level streaming so you dynamically load parts of your level during runtime. Its very easy to set up but it requires planning from the beginning. Go to Youtube and search for Level Streaming tutorials and plan your level with this in mind from the beginning.

So, in short, create level chunks that are loaded via level streaming and inside each chunk use HISM to display any repeating building / actor.

Hope this helps!