Some question

Hello everyone! I started for 1 month on unreal and I have some question or I did not find any precise word on google.

1:
In blender game engine when we wanted a lot of static lighting we had to “baker” the light on a texture. Should I do the same in unreal? From what I understood, unreal bake the lights automatically on the lightmap of each objects?

2:
In blender game engine when there is a lot of object with a physics we must suspend the dynamic on objects that do not move to save the CPU. Should I do the same in unreal? Or unreal automatically disable objects that do not move?

3:
In blender game engine when we have for example 2000 objects (low or high poly) we must “merged” a lot of object together to have fewer different objects in the map to not forced on the CPU. In unreal do I have to do the same? For example it is better to have 1000 objects of 100 triangles each or 1 objects of 100000 triangles?

4:
I have an object with 1 LOD. Is it possible to disable the “self shadow” on the LOD?

5:
For textures, does a 1024x1024 PNG use less pc performance than 4 x 512x512 images?

I hope I have been clear in my questions :slight_smile:

(thanks google translate)

1-UE4 like most game engines has a lightmap baking system: https://docs.unrealengine.com/en-us/…tmapUnwrapping
2-You don’t have to do anything special, if something isn’t moving then it can still be collided with if you want, or you can disable collision entirely for that object.
3-Yes, you need to keep the number of objects low, the number of draw calls impacts performance a lot. If something is very simple, then it’s good to merge it with other objects.
4-Not sure actually
5-one texture will have less impact than 4

thank you for all this darthviper107 reponce.

I have new question that have happened to me since: D.

6:
I have the same texture on 2 different objects with 2 different material. One object is near and the other is far away. Unreal will it calculated as 2 different texture because mipmap that are not at the same level?

7:
In a blueprint I use a dynamic point-light that I can turn off and light up whenever I want. If I turn off the light by setting the intensity value to zero, will unreal stop calculating the light? or did it remove the light then the spawn for the light?

edit:

8:
Does a one side object and a tow side object with half fewer triangles use more pc performance?