I thought I was pretty cool for making a palm tree that responds to physics. It’s a skeletal mesh where the trunk is built up by ten bones in a tail formation, so it can bend if it’s being hit by an object. Skeletal meshes can not be used as foliage. So I instead put the tree in a Blueprint, then I spawn that Blueprint on random locations all over my map.
But once I start spawning hundreds of trees my game dies of lag. At 500 spawned trees the games is so lagged it won’t even respond, and I have to terminate UE.
I’ve deactivated Tick in the blueprint, and it has no functions or any code in it. It’s empty except for the mesh. I’ve even deactivated physics simulation on the tree to see if that’s causing the lag. But no difference.
Is there a limit to how many spawns you can do? It makes no sense, there must be hundreds of spawned bullets in an intense BF4 online match for example. Not that I know if BF4 was made in UE, but still.