Please support dynamic and static batching to minimize drawcalls for mobile and low-e

@Zeustiak, instanced static mesh won’t work on my iPad 2. (there’s still 10 mesh draw calls, since it’s emulated in software)

On desktop, instanced static mesh do works. But I failed to understand how it helps on gameplay elements, e.g. I’m spawning 10 blueprint actors, each blureprint actor has 1 StaticMeshComponent (a cube) and 1 BlueprintScriptComponent (to rotate the cube), and that’s 10 drawcalls. I have no idea how to make it works with instanced static mesh without merge them into 1 blueprint actor with 1 InstancedStaticMeshComponent.

What I want from dynamic and static batching is that I should no longer care about instancing or batching, I can simply set some “batching” flag, the engine will figure out how to minimize the drawcalls for me. I guess I have been spoiled by unity after all.