Big performance hit when spawning static meshes from blueprint ?
My setup is as follows:
The array contains 160 vector entries and the mesh that i'm spawning is a simple quad. I've tried manually copying the same mesh in engine by hand hundreds and hundreds of times and no performance hit. Any help is appreciated !
asked Oct 24 '15 at 11:52 AM in Blueprint Scripting
Found out what was wrong, I was spawning meshes with the "Loop body" "ForEachLoop" output instead of the "Completed" one ! Basically I was spawning thousands of meshes .... oh well
answered Oct 24 '15 at 08:47 PM
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