“…but to do it with meshes you have to do it manually using Instanced Static Mesh Blueprints.”
I totally understand, that’s what I meant to ask for… a understandable tutorial for “Instanced Static Mesh Blueprints”… what I have found so far does not explain the process enough for me to get it.
From what I have read there are two ways to effectively reduce draw calls:
- instance static meshes
- merge meshes into a single mesh
I have a scene will 1500 rocks… which means my drawcalls are out of control.
I have used merge actors to combine all the rocks into a single mesh [this reduced my drawcalls drastically] but limits my ability to move an individual rock once the objects are merged.
I figured instance static meshes would be more useful since i can still manipulate a single rock [as its not merged] at any time, but draw calls will be reduced. Maybe i am just not understanding the purpose of “instance static meshes” in ue4…
if anyone can point me to a understandable Instanced Static Mesh Blueprint tutorial I will be stoked