Instanced Static Meshes vs Multiple Static Meshes when in need to update Instances

Hi,

I’m creating a 3D grid building system (kind of SIMS like but in 3 dimensions for better understanding). I only place cubes in my Grid. I need to place around 8k Cubes in my 8k grid “cells” . Should be obvious that I use ISMs. But then I want the user to be able to remove specific cubes by selecting grid coordinates. For that process I need to iterate through all instances and check the transform properties which isn’t efficient either.

Is there an obvious solution I’m too blind to see or do I have to choose between many draw calls and the iteration? Any recommendations?

Thanks guys!
Schmutzfleck

I think you can use a trace to instantly find the right one

Yeah thanks. I could eventually set a trace inside the specified grid cell. So I’ll just hit the specific cube I need and get its index. That’s kind of an interesting workaround. Didn’t think about that.

1 Like