Lots of Giant Deforming Trees

Then you may run into performance issues with overlapping alphas.

Obviously conglomerates of leaves on a transparent sheet are supposed to be cheaper than geometry right?
Right. Except this is unreal, so that’s not real… geometry costs less than transparency.

There’s ways to fix it, but you have to start with a finished asset to be able to change stuff around.

So finish the look of those, with a decent overall tris count.

Bench a base scene with all the trees on screen at LOD0- which is your worse possible scenario.
Move on from there.

Make the skeletal mesh after you finalized the instanced meshe(s). So you don’t have to waste time with the weight paint over and over :wink: