Hello everybody! I’ve been member for a while but each time I have some time I like to play a while with Unreal… so, here is my question…
I recently read the new Minecraft Dungeons has been made with Unreal, which sounds amazing! So, going in the same direction to sanbox a little and play with destructables box, I made a BP for each cube, which is has some variables to I can set material, “life” which means how much do I need to hit it to break it, and it is breakable or not…
So I started placing it in my map, the first problem I found was, that when I see a lot of them (2304 boxes) the FPS went down aggresively… I solved this with static Mobility, after playing around with the GPU profile I saw that most of the time was spended in Shadow Depth, so it pointed me in the right direction, now I have a static 120fps with same quantity…
The thing is, 2304 is still very little for a entire map of boxes… and when I start cloning them (selecting all of them to make it faster) it start to lag a lot…
My question is, am I doing this right? Should I approach a procedural building algorithm to make maps like minecraft did with the java version?
Thank you!!