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How to render millions of polygons with Hierarchical Instanced Static Mesh in Unreal Engine 4. Optimize draw calls, reduce CPU overhead, avoid common mistakes in Construction Blueprint and have fun creating a massive asteroid belt.
Cool usage of foliage tool for asteroids, by Illusion Ray: [ Ссылка ]
Draw calls explained: [ Ссылка ]
Timestamps:
00:00 Instancing in Unreal Engine
02:48 Performance of static mesh vs instanced
06:00 When to use Instanced Static Mesh or Hierarchical
06:48 Creating blueprint for asteroid belt
18:30 Foliage tool for instancing without BP
18:50 Typical issues and how to solve them
20:10 Physics and animation, setting transform
22:45 More optimization. Performance tests
Thanks to the early reviewer Mikołaj Fabjański and to reddit users Creep and junkmail90210 for ideas.
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