Hi everyone,I want to load 100 trees in the scene,ten trees in each row and column.In editor mode,I can put them into the scene one by one,but it’s too cumbersome and I need to set the coordinates for each tree,This is a bad plan to achieve it,and it’s easy to make mistakes.
Before that, I can dynamically add models during program operation through blueprint and c++ code.The small number of models doesn’t show much impact, but when I want to generate a large number of spanning trees (more than 100000), the program starts very slowly.So I want to find a way to automatic loading tree model during editor mode.Does anyone else has someway to solve it?
Thanks.
You should be able to create 100,000 aligned ISM’s with a blueprint but it will take a fair amount of time - but not too much, I had a blueprint generating millions on an older machine and it was only about 20-30 seconds.
Whether you can render 100,000 trees is another matter though. You will need to have a quite close billboard, Impostors may be a bit too GPU hungry but could be worth trying.
Is it created after the program runs?
A procedural generator works executing the logic in the ‘construction script’ inside the blueprint. That means you can see the results in editor mode.
Yes. (I think that 20-30 seconds was actually when created by a foliage material - it was a few years ago.) But creating them from blueprint construction after the program runs works in a similar way.
where is it?
Any blueprint that adds objects to the level, executing from construction script. HOW TO MAKE A PROCEDURAL SPAWN ON GROUND SYSTEM| UE4 - YouTube
I’m in China now and can’t open YouTobe.[cry.jpg]
Search for tutorials about procedural generator blueprints and that might help you.