Mesh/matenrial instancing large amounts of objects

So in my game I have hundreds of asteroids forming an asteroid field but they are all just 15 asteroids rearranged to look different. What I’m wondering about is I remember hearing there were ways to optimize scenes like this so that each object doesn’t need to be rendered but they can be instanced (or something) so instead of creating hundreds of unique assets the repeated assets are all rendered together. I’m not really sure so I need some tips to optimize the ridiculously large scene.

Are you using blueprints or c++? Anyway look at Instanced Static Mesh and Hierarchical Instanced Static Mesh components.

Using blueprints, have Visual Studio Enterprise (I’m a student) and the game can be edited in C++ but I much much prefer blueprints.