Rendering 5000 sprites in UE4 10x slower than Unity5?

The batching support isn’t in yet, I’ll probably start on it in the next week or two. It will be specific to sprites, and the first form will be a similar interface to instanced static mesh components (but not using hardware instancing).

For 3D meshes, we have the instanced static mesh component for dynamic batching, and you can also use Simplygon if you have it to mesh merge (I think having a built-in mesh merging system is on the backlog). Loose static mesh components are not batched at the RHI level, but there is already a lot of render-thread optimization for static meshes with mobility set to Static. They still end up being multiple API draw calls, but they go down a much faster path on the render thread with fairly low per-mesh overhead.

Cheers,
Michael Noland