# \#instancing

**URL:** https://forums.unrealengine.com/tag/instancing/5570.md

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## [\[RELEASED\] GPU Instanced Foliage Renderer — GPU-driven instanced scattering for Unity ($15.99) ](https://forums.unrealengine.com/t/released-gpu-instanced-foliage-renderer-gpu-driven-instanced-scattering-for-unity-15-99/2817330)

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**Author:** [@Tessaract\_Lab](https://forums.unrealengine.com/u/Tessaract_Lab)\
**Replies:** 0\
**Last updated:** [September 18, 2026, 5:20pm UTC](https://forums.unrealengine.com/t/released-gpu-instanced-foliage-renderer-gpu-driven-instanced-scattering-for-unity-15-99/2817330 "2026-09-18T17:20:21Z")

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Hey everyone — just published my second Unity asset on Fab: GPU Instanced Foliage Renderer. It’s a GPU-driven, compute-shader-based instanced renderer for scattering large amounts of foliage, grass, rocks, or any repe…

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## [Modular scene import (fbx & mesh instances)](https://forums.unrealengine.com/t/modular-scene-import-fbx-mesh-instances/289388)

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**Author:** [@3d-design](https://forums.unrealengine.com/u/3d-design)\
**Replies:** 20\
**Last updated:** [September 30, 2024, 8:56pm UTC](https://forums.unrealengine.com/t/modular-scene-import-fbx-mesh-instances/289388 "2024-09-30T20:56:06Z")

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Is it possible (or is it planned) to allow import fbx with mesh instances information. It would allow provide modular scene build without time expensive rebuilding inside Unreal. I use Modo and I would like to have possi…

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## [Packed Level Actor BP is Instancing Meshes Wrong](https://forums.unrealengine.com/t/packed-level-actor-bp-is-instancing-meshes-wrong/1827536)

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**Author:** [@LillithMoonX](https://forums.unrealengine.com/u/LillithMoonX)\
**Replies:** 9\
**Last updated:** [May 2, 2024, 7:26pm UTC](https://forums.unrealengine.com/t/packed-level-actor-bp-is-instancing-meshes-wrong/1827536 "2024-05-02T19:26:31Z")

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I’m having some issues with a packed level actor. There are multiple doors on a building I am putting together, and when I build it in the empty level, it looks fine. But once I have it packed into the BP, when it instan…

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## [3dsmax geometry instances & UE4](https://forums.unrealengine.com/t/3dsmax-geometry-instances-ue4/290474)

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**Author:** [@anonymous\_user\_4071fa6e1](https://forums.unrealengine.com/u/anonymous_user_4071fa6e1)\
**Replies:** 7\
**Last updated:** [July 31, 2022, 4:41pm UTC](https://forums.unrealengine.com/t/3dsmax-geometry-instances-ue4/290474 "2022-07-31T16:41:50Z")

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In regard to the DirectX definition of Instancing If I create a teapot in 3dsmax, make 100 clone.instances (not clone.copies), export as fbx and import to UE4 with combine mesh option (without combine mesh option?) wil…

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## [How to create hot steel when reaches certain temp?](https://forums.unrealengine.com/t/how-to-create-hot-steel-when-reaches-certain-temp/371829)

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**Author:** [@FullDeckOfFools](https://forums.unrealengine.com/u/FullDeckOfFools)\
**Replies:** 5\
**Last updated:** [September 28, 2016, 10:56pm UTC](https://forums.unrealengine.com/t/how-to-create-hot-steel-when-reaches-certain-temp/371829 "2016-09-28T22:56:12Z")

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So basically I want a metal material to turn red in the spot I apply fire and then gradually cool off when fire is gone. I’m not asking you to do it form me. Just would like to know the best way to go about this. I know …

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## [Referencing a specific instance of an Actor Component](https://forums.unrealengine.com/t/referencing-a-specific-instance-of-an-actor-component/252005)

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**Author:** [@MCGMarion](https://forums.unrealengine.com/u/MCGMarion)\
**Replies:** 0\
**Last updated:** [September 21, 2021, 10:46pm UTC](https://forums.unrealengine.com/t/referencing-a-specific-instance-of-an-actor-component/252005 "2021-09-21T22:46:28Z")

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Hi there! I’m fairly new to UE and I’m wondering what’s the best way to have a reference to a specific instance of a component, when the Actor has several instances of that component class. Specifics, if that helps : …

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## [How to Handle multiple health of same instance?](https://forums.unrealengine.com/t/how-to-handle-multiple-health-of-same-instance/222898)

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**Author:** [@SG\_here](https://forums.unrealengine.com/u/SG_here)\
**Replies:** 1\
**Last updated:** [April 30, 2021, 3:43am UTC](https://forums.unrealengine.com/t/how-to-handle-multiple-health-of-same-instance/222898 "2021-04-30T03:43:50Z")

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So i have parent class named car and I created child class of that, and there is a variable named health, which is shown through a widget, when i create multiple instances of child class, they all share the same health, …

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## [Reduce drawcalls between actors](https://forums.unrealengine.com/t/reduce-drawcalls-between-actors/478104)

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**Author:** [@anonymous\_user\_ed880458](https://forums.unrealengine.com/u/anonymous_user_ed880458)\
**Replies:** 23\
**Last updated:** [February 2, 2021, 2:34pm UTC](https://forums.unrealengine.com/t/reduce-drawcalls-between-actors/478104 "2021-02-02T14:34:12Z")

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Can you show one of your BPs in more detail? I made a BP, which contains two meshes ( one inside the other ), both having 6 materials. I have no hit, even with 100 on the screen. What’s your fps? Are you using dynamic l…

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## [Use case for BatchUpdateInstancesTransform](https://forums.unrealengine.com/t/use-case-for-batchupdateinstancestransform/477028)

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**Author:** [@herb64](https://forums.unrealengine.com/u/herb64)\
**Replies:** 2\
**Last updated:** [January 11, 2021, 10:28am UTC](https://forums.unrealengine.com/t/use-case-for-batchupdateinstancestransform/477028 "2021-01-11T10:28:25Z")

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I wonder, which might be the use for the Blueprint Node BatchUpdateInstancesTransform. Not talking about BatchUpdateInstancesTransforms, which makes perfectly sense and works fine. But that “single transform” for “man…

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## [\[Bug\] Crash when using inline objects inside user widget instance](https://forums.unrealengine.com/t/bug-crash-when-using-inline-objects-inside-user-widget-instance/473354)

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**Author:** [@DGrouse](https://forums.unrealengine.com/u/DGrouse)\
**Replies:** 0\
**Last updated:** [October 23, 2020, 6:27am UTC](https://forums.unrealengine.com/t/bug-crash-when-using-inline-objects-inside-user-widget-instance/473354 "2020-10-23T06:27:40Z")

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Hi, I’ve been working on an inventory system that uses inline objects for instancing default properties of items and containers. I normally do these inline property stacks on actor components (to give world context and a…

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## [How to efficiently update InstancedStaticMesh in C++](https://forums.unrealengine.com/t/how-to-efficiently-update-instancedstaticmesh-in-c/469827)

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**Author:** [@Eths](https://forums.unrealengine.com/u/Eths)\
**Replies:** 0\
**Last updated:** [August 19, 2020, 6:02am UTC](https://forums.unrealengine.com/t/how-to-efficiently-update-instancedstaticmesh-in-c/469827 "2020-08-19T06:02:45Z")

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I am trying to create a set of instanced objects in Unreal and update their locations and color each frame. I have not coded (looked into how to do) the color modification yet. Tips on changing color would be helpful. T…

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## [Create news instances on demand (Pixel Streaming)](https://forums.unrealengine.com/t/create-news-instances-on-demand-pixel-streaming/141361)

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**Author:** [@jarnosrt8](https://forums.unrealengine.com/u/jarnosrt8)\
**Replies:** 2\
**Last updated:** [August 13, 2020, 6:06pm UTC](https://forums.unrealengine.com/t/create-news-instances-on-demand-pixel-streaming/141361 "2020-08-13T18:06:16Z")

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Hi. I configured Pixel Streaming to work from my pc as a server. Everything works fine for now. My friends can access from outside (in turn). I have also added the Matchmaker, and it works (I see that it communicates wi…

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## [Reimport instances](https://forums.unrealengine.com/t/reimport-instances/144739)

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**Author:** [@Kratos\_88](https://forums.unrealengine.com/u/Kratos_88)\
**Replies:** 1\
**Last updated:** [May 31, 2020, 10:41am UTC](https://forums.unrealengine.com/t/reimport-instances/144739 "2020-05-31T10:41:42Z")

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So I have big house with multiple culumns arcs etc they are all instanced LODs. I import it from 3ds max to UE4 with import scene because instances and as “create one actor with components” because multiple instances. Bu…

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## [Does UE4 do automatic batching under the hood now?](https://forums.unrealengine.com/t/does-ue4-do-automatic-batching-under-the-hood-now/460119)

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**Author:** [@Jagermanjensen](https://forums.unrealengine.com/u/Jagermanjensen)\
**Replies:** 1\
**Last updated:** [January 2, 2020, 7:47pm UTC](https://forums.unrealengine.com/t/does-ue4-do-automatic-batching-under-the-hood-now/460119 "2020-01-02T19:47:39Z")

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It has been a while since I’ve got to work on the artsy side of a project and currently I’m working on grid based spawning which can have a potential of ~16\*16 props on screen at once depending on zoom level. But while t…

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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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## [HISM crashes in packaged build after upgrading to 4.16](https://forums.unrealengine.com/t/hism-crashes-in-packaged-build-after-upgrading-to-4-16/403390)

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**Author:** [@user37337](https://forums.unrealengine.com/u/user37337)\
**Replies:** 1\
**Last updated:** [August 28, 2019, 3:10am UTC](https://forums.unrealengine.com/t/hism-crashes-in-packaged-build-after-upgrading-to-4-16/403390 "2019-08-28T03:10:38Z")

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After upgrading from 4.15.3 to 4.16.3 I’ve got a crash when loading the map. At first in FAsyncBuildInstanceBuffer::DoWork() Line 2587 ensure(InitializedIndexCount == NumRenderInstances) fires a debug break where Initia…

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## [MMO Instance Manager](https://forums.unrealengine.com/t/mmo-instance-manager/128292)

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**Author:** [@KhxiSaki](https://forums.unrealengine.com/u/KhxiSaki)\
**Replies:** 7\
**Last updated:** [July 24, 2019, 4:22pm UTC](https://forums.unrealengine.com/t/mmo-instance-manager/128292 "2019-07-24T16:22:28Z")

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Hi Have Anyone Build An Instance Manager before?Im Searching For Solutions For This?This Manager Is use for traveling between zones go into instance dungeon etc anyone know how to build it or have build it in the past?h…

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## [What kind of a tree does a HISM build](https://forums.unrealengine.com/t/what-kind-of-a-tree-does-a-hism-build/450326)

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**Author:** [@GlassBeaver](https://forums.unrealengine.com/u/GlassBeaver)\
**Replies:** 1\
**Last updated:** [July 19, 2019, 9:15am UTC](https://forums.unrealengine.com/t/what-kind-of-a-tree-does-a-hism-build/450326 "2019-07-19T09:15:58Z")

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A HISM builds a tree representation of its instances every so often via FClusterBuilder::BuildTree() What I’d like to know is what kind of a tree this is: a k-d tree, an R-tree, an octree… I’ve been looking at BuildTre…

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## [Instancing Question: Stack of single objects vs stack created in DCC app](https://forums.unrealengine.com/t/instancing-question-stack-of-single-objects-vs-stack-created-in-dcc-app/128055)

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**Author:** [@bendingpixels](https://forums.unrealengine.com/u/bendingpixels)\
**Replies:** 0\
**Last updated:** [June 27, 2019, 2:04am UTC](https://forums.unrealengine.com/t/instancing-question-stack-of-single-objects-vs-stack-created-in-dcc-app/128055 "2019-06-27T02:04:51Z")

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Very new to UE and trying to understand how it “thinks”… I’m working on an archviz scene and I need a stack of plates on a counter. What’s better: A) A single plate added to the level and then copied into a stack of 10 …

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## [\[Feature Request\] Hierarchical Instanced Skeletal Mesh Component](https://forums.unrealengine.com/t/feature-request-hierarchical-instanced-skeletal-mesh-component/396936)

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**Author:** [@anon68466198](https://forums.unrealengine.com/u/anon68466198)\
**Replies:** 2\
**Last updated:** [January 22, 2019, 10:36pm UTC](https://forums.unrealengine.com/t/feature-request-hierarchical-instanced-skeletal-mesh-component/396936 "2019-01-22T22:36:15Z")

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A Hierarchical Instanced Skeletal Mesh Component would be the equivalent to the Hierarchical Instanced Static Mesh Component but instead of Static Meshes it would be for Skeletal Meshes. It should offer the ability to “…

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## [膨大なオブジェクトを処理する仕組みを説明しているサイトを探しています](https://forums.unrealengine.com/t/topic/435508)

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**Author:** [@KRNKRS](https://forums.unrealengine.com/u/KRNKRS)\
**Replies:** 3\
**Last updated:** [November 10, 2018, 8:23am UTC](https://forums.unrealengine.com/t/topic/435508 "2018-11-10T08:23:19Z")

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いわゆるECSやインスタンシングみたいな仕組みのようなものを、どこかのサイトで説明していたと思うのですが、そのソースが見つからずこちらで質問させて頂きます。 覚えているのは、Paragonアセット？を公式(違う可能性もある)が用いて、キャラクターを大量にアニメーションさせつつ描画させ、その中に爆弾をたくさん放り投げて見せたり、バリアみたいなものを直接マウスで動かしてキャラクターを吹っ飛ばして見せたりしていたと記憶しています。 それが…

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## [Instance/Modular Importing?](https://forums.unrealengine.com/t/instance-modular-importing/56142)

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**Author:** [@onyxlee](https://forums.unrealengine.com/u/onyxlee)\
**Replies:** 8\
**Last updated:** [October 1, 2018, 12:50pm UTC](https://forums.unrealengine.com/t/instance-modular-importing/56142 "2018-10-01T12:50:39Z")

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Hi guys, sorry for this newbie question. I am a 3D artist. I model everything architecture in 3dsMax, which has lots of methods to distribute instances and build assets. But when I import them into UE4 via FBX (which als…

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## [Instance FBX](https://forums.unrealengine.com/t/instance-fbx/116762)

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**Author:** [@Kratos\_88](https://forums.unrealengine.com/u/Kratos_88)\
**Replies:** 0\
**Last updated:** [September 26, 2018, 7:30am UTC](https://forums.unrealengine.com/t/instance-fbx/116762 "2018-09-26T07:30:15Z")

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I am using datasmith because just one reason- INSTANCES from 3ds max. Did they implement this in UE4, i dont want 3rd party plugins?

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## [InstancedStaticMeshComponentの描画負荷について](https://forums.unrealengine.com/t/instancedstaticmeshcomponent/431297)

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**Author:** [@Answers.Archive](https://forums.unrealengine.com/u/Answers.Archive)\
**Replies:** 1\
**Last updated:** [August 9, 2018, 3:05pm UTC](https://forums.unrealengine.com/t/instancedstaticmeshcomponent/431297 "2018-08-09T15:05:16Z")

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お世話になっております。 InstancedStaticMeshComponent（Hierarchicalではない方）の描画負荷の検証を行っていますが、気になることがありましたので質問させてください。 普通のStaticMeshComponentではマテリアルにありますDitheredLODTransitionの設定が正しく反映されているのですが、InstancedStaticMeshComponentではマテリアルの設定に関わら…

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## [Ue4.19 with plugin "instance tool": instance is flickering and disappears very often](https://forums.unrealengine.com/t/ue4-19-with-plugin-instance-tool-instance-is-flickering-and-disappears-very-often/114058)

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**Author:** [@loopon](https://forums.unrealengine.com/u/loopon)\
**Replies:** 2\
**Last updated:** [July 28, 2018, 9:32am UTC](https://forums.unrealengine.com/t/ue4-19-with-plugin-instance-tool-instance-is-flickering-and-disappears-very-often/114058 "2018-07-28T09:32:31Z")

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hi! i´m using ue4.19.2 in connection with the plugin “instance tool”. here is my workflow: i create my instance from my fbx called “instance 0” in playmode everything is fine… the lighting is ok and ucx - collisi…

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## [\[BugReport\] Per Instance Random data lose in-game](https://forums.unrealengine.com/t/bugreport-per-instance-random-data-lose-in-game/430401)

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**Author:** [@Frozenfire](https://forums.unrealengine.com/u/Frozenfire)\
**Replies:** 1\
**Last updated:** [July 27, 2018, 7:12pm UTC](https://forums.unrealengine.com/t/bugreport-per-instance-random-data-lose-in-game/430401 "2018-07-27T19:12:51Z")

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When using HISM or ISM in the world. All per instance data is gone, reset to a single value when in-game. Super simple Reproduction Step : Place empty actor in world. Add HISM Component. Put a few instance of cubes e…

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## [Getting a separate references to instances from within the actor BP](https://forums.unrealengine.com/t/getting-a-separate-references-to-instances-from-within-the-actor-bp/114212)

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**Author:** [@anonymous\_user\_c85e9fb2](https://forums.unrealengine.com/u/anonymous_user_c85e9fb2)\
**Replies:** 0\
**Last updated:** [July 27, 2018, 9:46am UTC](https://forums.unrealengine.com/t/getting-a-separate-references-to-instances-from-within-the-actor-bp/114212 "2018-07-27T09:46:43Z")

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…Here where it comes my question how to reference each actor separately from inside the child actor itself which i’m placing instances of in the world …:slight\_smile: …for instance if i want all the chess pieces to move…

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## [Multiple objects in blueprint performance impact](https://forums.unrealengine.com/t/multiple-objects-in-blueprint-performance-impact/393885)

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**Author:** [@Geosmith\_Tech](https://forums.unrealengine.com/u/Geosmith_Tech)\
**Replies:** 7\
**Last updated:** [July 20, 2018, 5:24pm UTC](https://forums.unrealengine.com/t/multiple-objects-in-blueprint-performance-impact/393885 "2018-07-20T17:24:19Z")

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Hello. I’m wondering what the performance impact is on having a blueprint with many separate static meshes compared to having them individually. I know lots and lots of separate objects impacts performance more than havi…

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## [draw call batching](https://forums.unrealengine.com/t/draw-call-batching/369940)

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**Author:** [@anonymous\_user\_e10a6464](https://forums.unrealengine.com/u/anonymous_user_e10a6464)\
**Replies:** 4\
**Last updated:** [May 27, 2018, 3:47am UTC](https://forums.unrealengine.com/t/draw-call-batching/369940 "2018-05-27T03:47:10Z")

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According to ( Using Instanced Meshes doesn't reduce draw calls - Asset Creation - Epic Developer Community Forums ), UE4 does not support batching draw calls for actors that use the same material. Eg if we have 100 act…

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## [Instancing in UE4](https://forums.unrealengine.com/t/instancing-in-ue4/110869)

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**Author:** [@Job\_Wallis](https://forums.unrealengine.com/u/Job_Wallis)\
**Replies:** 0\
**Last updated:** [May 15, 2018, 5:41am UTC](https://forums.unrealengine.com/t/instancing-in-ue4/110869 "2018-05-15T05:41:46Z")

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Hello I have a 3dsMax scene with many objects that will be instanced. I am assuming these instances do not carry over into UE4 Questions Is a duplicated object in UE4 the same as an instanced object in terms of memor…

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