Hi,
I am trying to shrink a ton of static meshes (up to 100 actors) in a player’s view and was wondering what’s the least taxing way to do so. I usually wouldn’t consider this a problem but since I’m making a virtual reality game, shrinking that many objects at the same will need me to carefully inspect my methods to prevent juddering.
I only know of two ways at the moment;
-
Create blueprint for each mesh, then subtracting the scale of its static mesh per frame until 0 using Event Tick or Timeline (Seems very taxing to me)
-
Create two static mesh (one full size and one small size) and morph each mesh to the target size using timeline graph
I also tried creating ~20 static meshes in a blueprint, then use find components → apply method #1 to each component, thinking that this would be better than making 20 individual blueprints. Am I wrong?
Sorry if this isn’t a good question, I’m pretty new to game development and hope someone familiar with the engine’s code would help me out =) Thanks