Rendering 5000 sprites in UE4 10x slower than Unity5?

Currently each sprite component is a separate draw call. Some form of easier batching will be coming in 4.8, but you can manually batch in 4.7 by submitting multiple FSpriteDrawCallRecords in a UPaperSpriteComponent subclass, or by using something that automatically batches like a terrain spline component or tile map component.

Cheers,
Michael Noland

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