[PCG 5.6] Why Instanced Actors (experimental plugin) are slower than Regular Actors ?

dj-mindar
Sun, 14 Sep 2025 17:07:03 +0000
Programming & Scripting

Hello everyone.

I’m currently trying to spawn a huge number of actors with PCG. For example, I’m testing with this mud pool Blueprint, which is composed of a simple StaticMesh and a BoxCollision :

I’ve learned about this new experimental plugin called InstancedActors (+ PCG Instanced Actors Interop plugin to use them in PCG), which makes it possible to generate tons of Actors, but that are just rendered as InstancedStaticMeshes when you see them from a long range, then get replaced by the actual BP Actor under a certain distance (like explained in this video : https://www.youtube.com/watch?v=B9s_1qkTRfI )

So I tried doing exactly this, and it works, but the performances are far worse than with regular Actors spawning :

So, what the hell is happening? Did I do something wrong or is the plugin too experimental and unoptimized to be used at the moment? The whole point of this feature is supposedly to gain performances, and this is the most simple setup I could imagine, so I really don’t understand how this can happen…

Maybe @Julien_LHeureux or @AdrienLogut would have any idea about this ?

3 posts - 2 participants