So I’m coming from Unity where indirect instancing is fairly straight forward. I’ve not been able to find much of anything on this for UE with a quick google search.
Specifically I’m looking to implement a flow I did in Unity where we have a custom foilage system that is dynamic and we stream in instance data on a very granular level. So we do partial updates of gpu buffers where we do gpu lod/culling and then the final update to the rendering buffers.
Any links to the appropriate api’s or posts on how this flow works in UE would be very helpful.
Hi Jeremy
Real cool plugin Shadeup. But a little more guidance on how to use the Instanced Indirect examples would be nice
Step 3 is Create or navigate to an existing Blueprint… and so what to do there? I tried same as with the compute shaders, tried looking for some execute node, but couldn’t find any.
Could you add a bit more info or maybe a screen like in the Compute shader docs?
anyway thanks for the plugin!
Edit: ah ok i see it’s an actor component! just need to make a blueprint out of it and attach to an actor in the scene.