Hi,
Is there any performance/level loading time impact if I create Blueprints out of my Static Meshes and place them on the map as opposed to directly placing Static Meshes on the map?
Thanks
Hi,
Is there any performance/level loading time impact if I create Blueprints out of my Static Meshes and place them on the map as opposed to directly placing Static Meshes on the map?
Thanks
hi,
this depends on how many meshes you spawn when the game starts…
i spawn mostly all parts when the game / level starts and it makes no impact at all… but for some cases like prebuild architecture or complex levels i split my level into pieces like level geometry (if you have for example a large facility), props (like lights, effects,…) and last the characters… and have them load async…
hope this helps you
cheers
Alright I was interested in this so I actually sat down and did some testing. I created two different levels that were mostly blank. Map1 had 10,000 static mesh cubes in it. Map2 had 10,000 actors with a static mesh cube in them.
Map1 was significantly better on the GPU. I’d say if you have a ton of actors, static meshes themselves are the way to go (especially since UE will group a lot of meshes that are the same into ISMs if I recall correctly not sure if they do that for BPs).
Thanks a lot! I’ll replace the BPs with Static Meshes then.
ISMs or HISMs are the way to speed it up properly - replace all static meshes of each type with Instanced Static Meshes - you’ll see a dramatic speed increase.
You can create ISMs/HISMs pretty easily in Blueprint (just need to make a global ISM manager and use that to create them). It’s not something that UE groups and converts - it’s something you have to do manually.
I’ve got a plugin on the marketplace which simplifies it even more and makes it very easy to control them - rdInst.
What’s the link to your plugin?
So for those who dont get it: https://www.youtube.com/watch?v=cfR36FTbvcQ