Instance Static Mesh Component?

You guys peaked my interest so I put one together using the Rotating Movement Component.

Demo has 96 conveyors. Each conveyor has 6 rollers (576 RMC’s).

The conveyor prop would be a single mesh with a panning material for the rollers. The roller mechanic is an actor class with a capsule collision scaled to the pin w/ RMC. It also has a box mesh to trigger/control RMC.

Begin play I spawn a roller for each pin and add a reference to an array.
On begin overlap of the box (pawn, pawn capsule etc) I loop the array an update RMC (set active = true).
On end overlap of the box (pawn, pawn capsule etc) I loop the array an update RMC (set active = false).

Only issues I’ve run across is when on the conveyor, RMC has a tendency to rotate the character as it pushes you along. Once rotated perpendicular to the movement direction it stops.