[Question] Slow performance dealing with large numbers of actors

We are working on a visualisation project that requires representing the position of over 10000 elements. From basic testing, it appears that even having an empty actor with nothing to be rendered is causing a huge hit to FPS. I am not an engine expert so I’m not sure where to start looking for working with a large set of data such as this.

Thanks,

Have you tried instanced static mesh compoent?

You should be able to reach 10,000 just fine

I got to around 8000 without too much trouble :slight_smile:

4000 was cruising :slight_smile:

Instanced static mesh component means that you are rendering all those 3D cubes (which can represent your data) in 1 draw call as they are considered as one actor.

Here’s a pic, where I created and attached actual 3D cubes to represent the 4000+ verticies of a complex rock (rock comes courtesy of UE4 demo cave)

Rama