Hello,
The following scenario:
A space game. You can build your own spaceship from cubes in a designer; a finished ship can consist of several hundred cubes.
The cube data is then loaded into the game itself.
I've already tried the following:
1. Created an actor and created all the cubes as static mesh components in this actor. The result: very poor performance.
2. Created an actor and created all the cubes as static mesh instances. The result: good performance as long as I don't rotate the ship, which then becomes very slow.
Does anyone have any other ideas to improve performance?
Or is there a way to merge the cubes so that I only have one static mesh?
Please excuse my English, I translated it with Google.
              
              
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          Did you try turning off collision on all the cubes?
That was a good hint, thank you, now the performace is much better. but without collision the spaceship is not very practical.
              
              
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          True, but it was coping with EVERYTHING. You can set it so it only collides with the things you’re interested in… 