Rigid Project, Rigid Problems: Request For More Instancing Capabilities

I’ve got a rigid-body animation project that heavily relies on instancing. Everything is made of a set of meshes that are to be arranged manually to create scenes and characters. I would also like to merge static groups of instances to a single mesh for performance and back again for animation or simulation.

So with that simple concept I’ve found Unreal is incredibly ill-equipped to handle extensive use of instances. These are my requirements, I don’t think they are excessive:

  1. Quick manual placement of instances in the viewport, with alignment tools.
  2. Transform animation of instances in the viewport, which would be translation, rotation, and scaling.
  3. Attachment of instances to skeletons, and animation of skeletons.
  4. Rigid-body transform simulation of instances, again translation, rotation, and scaling.
  5. Grouping of instances in the viewport.
  6. Hiding of groups of instances, which should also be unloaded from memory.
  7. Copying of groups of instances in the viewport.
  8. Conversion of groups of instances to a single mesh.