I’m trying to solve a problem to reduce the number of draw calls that the Unreal Engine will need to make.
Currently the game is not using a heavy amount of poly’s however it’s going to use a heavy number of Actors using the same Mesh. And these actors are inside a pool for reuse.
The Mesh is static, but each actor will be running it’s own event logic, and needs to do a matinee animation at some point within it’s lifespan. There’s exactly 4600 of these that can be drawn at any point of time.
I tried looking into the Instanced Mesh component, however it doesn’t solve the problem. It looks like it was designed to be in a single component and cover an entire area. Which is not what I want to do.