# \#draw-calls

**URL:** https://forums.unrealengine.com/tag/draw-calls/3798.md

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## [Found the strange Bug: The Saved Point Device let the boot Loop players after rejoing in a game season](https://forums.unrealengine.com/t/found-the-strange-bug-the-saved-point-device-let-the-boot-loop-players-after-rejoing-in-a-game-season/2689422)

<div class="topic-metadata">

**Author:** [@yoshili](https://forums.unrealengine.com/u/yoshili)\
**Replies:** 0\
**Last updated:** [January 3, 2026, 6:57pm UTC](https://forums.unrealengine.com/t/found-the-strange-bug-the-saved-point-device-let-the-boot-loop-players-after-rejoing-in-a-game-season/2689422 "2026-01-03T18:57:10Z")

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Hello everyone. Now you discoverd heavy the Connections screen if you try to rejoining the game from your friends or playtest on Private Map Code. The biggest issues what I found is yes you reading correctly the Save Poi…

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## [HISM doesn't decrease draw calls, it increases it!](https://forums.unrealengine.com/t/hism-doesnt-decrease-draw-calls-it-increases-it/460819)

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**Author:** [@Max974](https://forums.unrealengine.com/u/Max974)\
**Replies:** 4\
**Last updated:** [June 29, 2025, 9:56am UTC](https://forums.unrealengine.com/t/hism-doesnt-decrease-draw-calls-it-increases-it/460819 "2025-06-29T09:56:46Z")

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Hello, I’ve made two maps, In the first one, I created a massive building with only static meshes of building modular panels. In the second map, I converted the static meshes into Hierarchical Instanced Static Mesh Comp…

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## [Creating Cities with Interiors, Static Mesh vs. HISMs?](https://forums.unrealengine.com/t/creating-cities-with-interiors-static-mesh-vs-hisms/429357)

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**Author:** [@IceDealer](https://forums.unrealengine.com/u/IceDealer)\
**Replies:** 1\
**Last updated:** [June 20, 2025, 12:12am UTC](https://forums.unrealengine.com/t/creating-cities-with-interiors-static-mesh-vs-hisms/429357 "2025-06-20T00:12:20Z")

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Hey, Now I’ve done a lot of research the last couple days and haven’t really found an answer to my question. Say I had a team of artists and I wanted to create a city. Some buildings can be entered and have interiors (…

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## [Optimizing Draw Calls](https://forums.unrealengine.com/t/optimizing-draw-calls/760724)

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**Author:** [@Memeready](https://forums.unrealengine.com/u/Memeready)\
**Replies:** 6\
**Last updated:** [March 8, 2025, 6:30pm UTC](https://forums.unrealengine.com/t/optimizing-draw-calls/760724 "2025-03-08T18:30:11Z")

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I’ve been working on a project and recently the lag in the project has been getting really frustrating. I’ve decided to turn on stat units and realized that my draw calls and game stat are quite high. I’ve been getting …

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## [Static Mesh vs Instanced Static Mesh vs Merging assets](https://forums.unrealengine.com/t/static-mesh-vs-instanced-static-mesh-vs-merging-assets/1907679)

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**Author:** [@BrokenBluescreen](https://forums.unrealengine.com/u/BrokenBluescreen)\
**Replies:** 0\
**Last updated:** [June 18, 2024, 12:49pm UTC](https://forums.unrealengine.com/t/static-mesh-vs-instanced-static-mesh-vs-merging-assets/1907679 "2024-06-18T12:49:51Z")

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I have seen many posts about this topic, but many are older and sometimes they contradict each other, so I wanted to ask again Question I have a level which contains a building with many rooms. These rooms have many rep…

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## [Reducing draw calls with atlasing -- does anybody care?](https://forums.unrealengine.com/t/reducing-draw-calls-with-atlasing-does-anybody-care/1606209)

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**Author:** [@SoulburnerSlv](https://forums.unrealengine.com/u/SoulburnerSlv)\
**Replies:** 10\
**Last updated:** [January 12, 2024, 7:19pm UTC](https://forums.unrealengine.com/t/reducing-draw-calls-with-atlasing-does-anybody-care/1606209 "2024-01-12T19:19:02Z")

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Hi. Sorry if I’m asking a pretty basic question, but I couldn’t find a clear answer on that. I’m a total noob in UE, but I have ~10 years in Unity, and there was a lot about texture atlasing to reduce draw calls. Dynami…

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## [Draw Calls are high even though there isn't much in scene](https://forums.unrealengine.com/t/draw-calls-are-high-even-though-there-isnt-much-in-scene/1221004)

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**Author:** [@Evrcore](https://forums.unrealengine.com/u/Evrcore)\
**Replies:** 0\
**Last updated:** [July 6, 2023, 7:20am UTC](https://forums.unrealengine.com/t/draw-calls-are-high-even-though-there-isnt-much-in-scene/1221004 "2023-07-06T07:20:53Z")

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My project has been having high draw calls. The thing that’s weird that it seems that the objects that I have aren’t culled. The stats resulted is from a scene are from where I’m facing away from the world. Therefore,…

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## [Editor vs Build performance](https://forums.unrealengine.com/t/editor-vs-build-performance/384948)

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**Author:** [@Clintmcc](https://forums.unrealengine.com/u/Clintmcc)\
**Replies:** 9\
**Last updated:** [June 17, 2023, 7:37pm UTC](https://forums.unrealengine.com/t/editor-vs-build-performance/384948 "2023-06-17T19:37:56Z")

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Hi there, I’m having significant performance differences between what I’m getting in the editor vs what I’m getting in build. I have tried disabling smooth framerate. I have tried setting a high maximum on smooth framer…

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## [Is it impossible to keep Draw Calls low?](https://forums.unrealengine.com/t/is-it-impossible-to-keep-draw-calls-low/753778)

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**Author:** [@Azeew27](https://forums.unrealengine.com/u/Azeew27)\
**Replies:** 12\
**Last updated:** [June 14, 2023, 5:09pm UTC](https://forums.unrealengine.com/t/is-it-impossible-to-keep-draw-calls-low/753778 "2023-06-14T17:09:38Z")

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I’m having a horrible time grasping how draw calls work in Unreal Engine. It’s all so different from Unity! Something that I could do in 10 draw calls in Unity would take over a thousand in Unreal. There you can batch di…

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## [Why do occluded meshes still execute draw calls?](https://forums.unrealengine.com/t/why-do-occluded-meshes-still-execute-draw-calls/442871)

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**Author:** [@anonymous\_user\_89d55f43](https://forums.unrealengine.com/u/anonymous_user_89d55f43)\
**Replies:** 1\
**Last updated:** [April 27, 2023, 1:49am UTC](https://forums.unrealengine.com/t/why-do-occluded-meshes-still-execute-draw-calls/442871 "2023-04-27T01:49:43Z")

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Hello, after some profiling to understand why i’m having a performance problem, i’ve reached to the conclusion that the problem seems to be with the RenderViewFamily (from the stat SceneRendering) being around 25 ms. To …

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## [Is 42,000 actors a lot?](https://forums.unrealengine.com/t/is-42-000-actors-a-lot/764176)

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**Author:** [@Memeready](https://forums.unrealengine.com/u/Memeready)\
**Replies:** 11\
**Last updated:** [February 11, 2023, 3:32am UTC](https://forums.unrealengine.com/t/is-42-000-actors-a-lot/764176 "2023-02-11T03:32:26Z")

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Hey, So I’ve been working on a project and recently I’ve been getting 20 frames per second. I still haven’t found out why. My GPU is running on 10ms, the draw calls are 7000 which I’m assuming is high. I have checked th…

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## [Extremely High Draw Calls](https://forums.unrealengine.com/t/extremely-high-draw-calls/761437)

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**Author:** [@Memeready](https://forums.unrealengine.com/u/Memeready)\
**Replies:** 26\
**Last updated:** [February 3, 2023, 1:46pm UTC](https://forums.unrealengine.com/t/extremely-high-draw-calls/761437 "2023-02-03T13:46:55Z")

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Hi there, So I’ve been working on a project that has extremely high draw calls which cause my frame to drop to around 50ms (around 20 frames per second). I’m just going to give as many details as I have discovered and h…

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## [What can be done to optimize Skeletal Meshes?](https://forums.unrealengine.com/t/what-can-be-done-to-optimize-skeletal-meshes/393904)

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**Author:** [@anon68466198](https://forums.unrealengine.com/u/anon68466198)\
**Replies:** 3\
**Last updated:** [June 9, 2022, 2:11pm UTC](https://forums.unrealengine.com/t/what-can-be-done-to-optimize-skeletal-meshes/393904 "2022-06-09T14:11:22Z")

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I want to have a large quantity of identical Skeletal Meshes visible in my scene at a time. While with Static Meshes one can instance those to reduce draws greatly. But it seems like with Skeletal Meshes this isn’t reall…

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## [Merge actor vs instanced static performance](https://forums.unrealengine.com/t/merge-actor-vs-instanced-static-performance/414795)

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**Author:** [@Fanaatti](https://forums.unrealengine.com/u/Fanaatti)\
**Replies:** 4\
**Last updated:** [September 27, 2021, 2:20am UTC](https://forums.unrealengine.com/t/merge-actor-vs-instanced-static-performance/414795 "2021-09-27T02:20:51Z")

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Hello everyone. I’m having some hard time of understanding how merging actors together and using instances works in different conditions. So I would like have some answers: Okay, so lets say that I have build a whole h…

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## [Different meshes with shared common materials](https://forums.unrealengine.com/t/different-meshes-with-shared-common-materials/485430)

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**Author:** [@yazan.2006](https://forums.unrealengine.com/u/yazan.2006)\
**Replies:** 0\
**Last updated:** [June 27, 2021, 8:02am UTC](https://forums.unrealengine.com/t/different-meshes-with-shared-common-materials/485430 "2021-06-27T08:02:35Z")

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Hello mates, I’ve shared materials with many meshes, so when I using one of these materials in a different meshes I don’t want redundancy of draw calls in each mesh, so I want to be at same draw call of all meshes that …

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## [Drawcalls increas if there is less foliage visible](https://forums.unrealengine.com/t/drawcalls-increas-if-there-is-less-foliage-visible/484871)

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**Author:** [@schweinerussel](https://forums.unrealengine.com/u/schweinerussel)\
**Replies:** 0\
**Last updated:** [June 14, 2021, 12:42pm UTC](https://forums.unrealengine.com/t/drawcalls-increas-if-there-is-less-foliage-visible/484871 "2021-06-14T12:42:10Z")

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!\[alt text\]\[2\] scene: only SM (floor) for the foliage (no lights) checked that in “4.25” and “4.26” (same behaviour) so i dont think its a bug or issue. I just want to understand whats going on thanks in advance …

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## [Landscape Draw call issues](https://forums.unrealengine.com/t/landscape-draw-call-issues/479923)

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**Author:** [@jakebaker865](https://forums.unrealengine.com/u/jakebaker865)\
**Replies:** 0\
**Last updated:** [March 8, 2021, 3:30pm UTC](https://forums.unrealengine.com/t/landscape-draw-call-issues/479923 "2021-03-08T15:30:07Z")

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I have an issue with my landscape producing 2-3K draw calls when on. Can anyone help reduce the number of calls on this?

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## [Draw time value is too high](https://forums.unrealengine.com/t/draw-time-value-is-too-high/478155)

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**Author:** [@Imbra1n](https://forums.unrealengine.com/u/Imbra1n)\
**Replies:** 0\
**Last updated:** [February 2, 2021, 9:49pm UTC](https://forums.unrealengine.com/t/draw-time-value-is-too-high/478155 "2021-02-02T21:49:43Z")

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If i start the game in new editor window, draw time less then 1ms, but in standalone i have ~15ms. So what\`s the problem? How can i decrease this value ?! All play modes run in high resolution and settings

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## [Trying to understand performance hits](https://forums.unrealengine.com/t/trying-to-understand-performance-hits/473168)

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**Author:** [@NvyZen](https://forums.unrealengine.com/u/NvyZen)\
**Replies:** 13\
**Last updated:** [October 22, 2020, 2:59am UTC](https://forums.unrealengine.com/t/trying-to-understand-performance-hits/473168 "2020-10-22T02:59:07Z")

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I have built a hotel and I’m trying to figure out what is causing the performance issues. At first I thought it might be draw calls and or lighting. But the performance is hugely different depending on the number of acto…

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## [More than 255 quads in landscape component](https://forums.unrealengine.com/t/more-than-255-quads-in-landscape-component/471258)

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**Author:** [@wonka007](https://forums.unrealengine.com/u/wonka007)\
**Replies:** 0\
**Last updated:** [September 12, 2020, 9:20pm UTC](https://forums.unrealengine.com/t/more-than-255-quads-in-landscape-component/471258 "2020-09-12T21:20:34Z")

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Is there a wait to have more 255 quads in a landscape component? I am creating an 8x8km world with 1-meter precision. That means that I have to render 256 (16\*16) components with 2x2 sections made of 255 quads. My map i…

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## [How many draw calls per object?](https://forums.unrealengine.com/t/how-many-draw-calls-per-object/467907)

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**Author:** [@NtinosFerret](https://forums.unrealengine.com/u/NtinosFerret)\
**Replies:** 0\
**Last updated:** [July 9, 2020, 11:48am UTC](https://forums.unrealengine.com/t/how-many-draw-calls-per-object/467907 "2020-07-09T11:48:24Z")

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I am studying about draw calls. I have a building with five materials. In the world, without lights, it’s ten draw calls (I expected 6, model+materials, but it’s 10). I don’t know why they are doubled. Any ideas? Also, …

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## [drastic fps drop when switch to vr](https://forums.unrealengine.com/t/drastic-fps-drop-when-switch-to-vr/467267)

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**Author:** [@geverk](https://forums.unrealengine.com/u/geverk)\
**Replies:** 0\
**Last updated:** [June 26, 2020, 2:49am UTC](https://forums.unrealengine.com/t/drastic-fps-drop-when-switch-to-vr/467267 "2020-06-26T02:49:59Z")

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Hi, I have a big scene with 7.000 actors in between 9 streamed levels, never more than 4000 at the same time in the visible levels. usually 2000 or less. When I play in screen my fps is really good, GPU takes 8 -11 ms t…

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## [Do DynamicMaterialInstance cost drawcalls?](https://forums.unrealengine.com/t/do-dynamicmaterialinstance-cost-drawcalls/463937)

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**Author:** [@indivelope](https://forums.unrealengine.com/u/indivelope)\
**Replies:** 2\
**Last updated:** [April 18, 2020, 4:08pm UTC](https://forums.unrealengine.com/t/do-dynamicmaterialinstance-cost-drawcalls/463937 "2020-04-18T16:08:55Z")

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Silly question probably, but how do I get the profiler for the UI up? I need to know the cost of having many dynamic material instances on screen :slight\_smile: Thanks!

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## [Why do my draw calls always take up to 10ms in VR?](https://forums.unrealengine.com/t/why-do-my-draw-calls-always-take-up-to-10ms-in-vr/462827)

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**Author:** [@SpudCrowley](https://forums.unrealengine.com/u/SpudCrowley)\
**Replies:** 0\
**Last updated:** [March 24, 2020, 11:45pm UTC](https://forums.unrealengine.com/t/why-do-my-draw-calls-always-take-up-to-10ms-in-vr/462827 "2020-03-24T23:45:21Z")

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even in an empty level with nothing, no lights, no static meshes, no character meshes… no matter how light my gamethread is… it still takes up to 10ms to get through the draw calls… I’m using 4.22… got the forward rende…

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## [Can I use the same material (& textures) for multiple, different meshes/objects to reduce draw calls?](https://forums.unrealengine.com/t/can-i-use-the-same-material-textures-for-multiple-different-meshes-objects-to-reduce-draw-calls/461058)

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**Author:** [@KeyC0de](https://forums.unrealengine.com/u/KeyC0de)\
**Replies:** 7\
**Last updated:** [March 16, 2020, 5:01pm UTC](https://forums.unrealengine.com/t/can-i-use-the-same-material-textures-for-multiple-different-meshes-objects-to-reduce-draw-calls/461058 "2020-03-16T17:01:45Z")

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I would do this, of course to minimize draw calls. Another reason, why I want to do this, is because having objects separate is vastly more flexible. For example, imagine I’m building a refinery. I could have 1 8k textu…

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## [DX12 Draw call performance](https://forums.unrealengine.com/t/dx12-draw-call-performance/461064)

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**Author:** [@DethNinja](https://forums.unrealengine.com/u/DethNinja)\
**Replies:** 0\
**Last updated:** [January 29, 2020, 4:28pm UTC](https://forums.unrealengine.com/t/dx12-draw-call-performance/461064 "2020-01-29T16:28:19Z")

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Hello, I’m currently building a game which requires around 7000 draw calls on average. It is not polygon intensive but it will be draw call intensive due to character customization. I can reduce draw calls by building …

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## [Foliage vs StaticMeshActor Draw Call](https://forums.unrealengine.com/t/foliage-vs-staticmeshactor-draw-call/460594)

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**Author:** [@GTNardy](https://forums.unrealengine.com/u/GTNardy)\
**Replies:** 2\
**Last updated:** [January 15, 2020, 7:09pm UTC](https://forums.unrealengine.com/t/foliage-vs-staticmeshactor-draw-call/460594 "2020-01-15T19:09:44Z")

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Hello, I’m doing some deep research on Draw Calls and I ended up by discovering that actually Foliage ‘calls’ much more Draw Calls than only StaticMeshActor spawned individually, if anyone knows what’s and why it’s happe…

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## [Empty scene returning 157 draw calls](https://forums.unrealengine.com/t/empty-scene-returning-157-draw-calls/459680)

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**Author:** [@anonymous\_user\_f1aa296f](https://forums.unrealengine.com/u/anonymous_user_f1aa296f)\
**Replies:** 4\
**Last updated:** [December 20, 2019, 4:02pm UTC](https://forums.unrealengine.com/t/empty-scene-returning-157-draw-calls/459680 "2019-12-20T16:02:36Z")

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I am working on an Oculus Quest project, and the recommended max draw calls for that platform is 200 draw calls. I was doing some testing and realized I was going over 200 way too quickly. I started a new, blank scene…

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## [Android UE 4.22 Auto instancing](https://forums.unrealengine.com/t/android-ue-4-22-auto-instancing/452149)

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**Author:** [@Daijobu](https://forums.unrealengine.com/u/Daijobu)\
**Replies:** 2\
**Last updated:** [October 24, 2019, 9:53am UTC](https://forums.unrealengine.com/t/android-ue-4-22-auto-instancing/452149 "2019-10-24T09:53:14Z")

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Hello, Does Android support auto instancing which is an UE 4.22 feature ?

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## [Blueprint foliage performance](https://forums.unrealengine.com/t/blueprint-foliage-performance/456219)

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**Author:** [@palinoia\_gamedev](https://forums.unrealengine.com/u/palinoia_gamedev)\
**Replies:** 0\
**Last updated:** [September 30, 2019, 7:38am UTC](https://forums.unrealengine.com/t/blueprint-foliage-performance/456219 "2019-09-30T07:38:19Z")

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Since it’s now possible to paint blueprint actors as foliage I am wondering how this would impact performance. I made a few tests and figured that draw calls for blueprint foliage are way less than with simple static mes…

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