Is there a way to use merge actors and set the resulting blueprint of instanced actors to movable? Right now, if I merge the actors together and use the settings in the photo below, the result is a blueprint of the instanced actors, but I can’t set that to movable.
Hi again - this is bizarre, because I tested this. Now I can’t get it to work - will come back…
I think I must have gone for:
Once you’ve done that, you can set it to moveable and that does work ( just tried again ).
Can you explain the difference between those at the top? First groups by Mats, the second puts it all into a single mesh and the third makes them all instances. Which is what I thought would be better for performance? The first one I can’t get to work because when I try to group them into one, it crashes Unreal. I guess I could do little by little, but that seems like a pain, haha
First one is one big mesh with shared materials.
Second, not too sure about, but never had much joy with that.
Third, yes, is good if you have upwards of hundreds or thousands of meshes, as they are instanced, which means one draw call on the vid card.
But… as we’ve seen, wont move with the actor. ( Even though I’m convinced I tested that ).
However, no worries, because I do have a real time solution too using HISMs. And it very defintely works:
You have to spawn them when you start the level.
Tell me if you’re interested and I’ll dump the code here. It’s only a little bit more fiddly than before…
I’m only creating a cinematic, so I’m not too worried about performance at the moment, but I’ll always take a look at code that can help me later. I might even use it. The “spawning when starting the level” bit kind of worries me a bit though.
I’m surprised you can’t convert them to a mesh then. How many are we talking about? Maybe you have too many.
In the example you see above, the spawn time is not even noticeable. It’s like .1 seconds. And there’s 6k meshes.
The concept is basically the same, but instead of spawning static meshes you add instances. It’s actually what the foliage tool does.
You start with
( planet would be your crab ), and then
Those nodes occur just once, then you add the instances with:
The HISM ref is just from the first node. Then you set their location etc with
It’s a bit more of a pain, but can be worth it.
Thanks! I’ll give it all a go and see where I end up.