Instanced Static Mesh

hello,
I have little problem to understand how instnaced static meshes are working or let’s say how they are created.
I watched the twich stream about procedural room generation but still don’t understand the whole process.

Basically what i would like to test is a scene with like 4000 actors/meshes without getting performance problems.
But i would like to place my meshes by hand not procedural generated or painted like vegetation on the map.
Would be nice if someone can explain how i have to create mesh which can be used for instancing.

thanks

There are a few questions about this. Currently this is not an officially supported feature. Me and a few others have written plugins to handle this though. I’ll write up how you can do it easily over the weekend if someone else doesn’t beat me to the answer.

That would be amazing, thank you very much!

But there is one thing i don’t understand, you wrote that this is currently not an officially feature ? But there is so much talk about instancing… is this just about procedural stuff ? I mean cloning/instancing a simple mesh in a scene should me much more easy than doing all these blueprint procedural stuff ?

Yeah, kind of weird, right?

Its easy to do it procedurally, but unless there is some new button I haven’t found yet (other than one I made), you can’t go from manually placed to instanced collection. At best you can add an instanced static mesh component to an actor and then keep adding instances and typing in transforms for them.

I don’t know if it’s an option for you, but the game I’m currently making has an actor that represents a maze which is procedurally generated, but not random. I’ve basically got an array of structures as an input variable, where each structure contains instructions regarding the layout of the maze that I want to create. The construction script then reads this array to create the maze, which appears instantly within the editor when I add/edit/remove instructions within the array.