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How to get a better performance when placing a lot of meshes?

Hey All!

I´m working with a friend at a game project like a lot of you guys too. At the moment we are building a generator/editor in blueprint for building up housings by scaling some values. The problem we have is, that we place every wood bar and every wood board/plank as a single static mesh. So we build up the walls as a collection of lots of single static plank meshes and not one wall is one static mesh. If it will help, i could post a little demonstration video. When we have a little bigger wood house then the editor went into lagging like hell.

Questions: 1. Are there options which could fix our performance problem? 2. Is it better to place the every seperate wall as a seperate static mesh? 3. How can we place walls not as single planks but as one static mesh?

Sorry for my english. :) I hope i explained it well enough.

greetz, Darkentik

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asked Nov 27 '14 at 08:13 PM in Using UE4

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Darkentik
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  1. you could cull the meshes over a certain distance -> e.g when you are inside a building + make sure to use LOD's

  2. Instead of using single planks, you should better create a wall out of one single mesh with a normal map -> high poly mesh - bake the normal map - simplify the mesh :)

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answered Nov 27 '14 at 08:41 PM

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fighter5347
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avatar image Darkentik Nov 27 '14 at 08:46 PM

Thanks for your fast reply! When making a wall out of our planks is it still possible to destroy single planks of that wall? We want fully destroyable objects in our world. Do you have experience with something like this?

avatar image fighter5347 Nov 27 '14 at 09:43 PM

You could use apex for such stuff -> https://www.youtube.com/watch?v=bqyn1IjrbIY :)

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