I’m just confused in general with mesh instances and just want to understand the term.
Also, could I do the same thing with light sources? Is there a max of light sources I can put in a single level?
I recently worked on Blender, it has a limit of 128 lights and duplicating objects is very different.
For example, Ctrl+D makes a whole new copy and will affect performance if there are many copies BUT it you use: Ctrl+alt+D it creates an “instance” and will read it as 1 copy. if you edit the mesh in any way you will change ALL of the “Instanced” copies.
I’m unsure instances work in unreal though.
I am using unreal engine 5.2 for my projects.
Hi TheHyperverse,
A good way to think of it in UE is that the assets in the ContentBrowser are “Objects” - they describe the asset, but in themselves, do nothing in your level.
When you drag something such as a mesh from the ContentBrowser into your level, you’re creating an “Instance” of it. All “Instances” of that asset will change if you change it from the content browser - but you can transform them independently in the same way as Blender Instances.
There are also “Static Mesh Instances” - they work in a similar way to blender instances too, if you’re displaying a lot of the same static mesh - definitely look into using those.
Regarding lights - you can add a lot more than 128 - but keep in mind, the more you have, the slower it will be…
Thank you so much for your reply! This really helped a lot!
Could I also ask you 1 more question:
When building anything (example: a building with doors, windows, signs, E.T.C.) is it better to have the entire building built and having 1 mesh or creating a custom modular kit piece it together in unreal engine? Which choice is more performance friendly? Thank you once again!
No problem
It’s better to break it up into modular pieces and build it from there - there are tools you can use to create “prefabs” from them, in blueprints - I just happen to have one on the marketplace which enlarges on the built-in ones - rdBPtools.
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