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