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Big performance hit when spawning static meshes from blueprint ?

My setup is as follows: alt text

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 !

Product Version: UE 4.9
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asked Oct 24 '15 at 11:52 AM in Blueprint Scripting

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marcomaryred
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avatar image marcomaryred Oct 24 '15 at 01:53 PM

I haven't found an answer but using instanced static meshes instead of just static meshes fixed it for me

avatar image marcomaryred Oct 24 '15 at 03:08 PM

Still using the above setup but instanced static meshes instead of just static meshes. If I have 160 entries in my array when I hit play my computer stops for a few seconds; if I have 960 entries in the array unreal crashes. I've seen people running loops with thousands of entries so why am I getting this ? Is spawning 1000 meshes really that heavy on the engine or am I doing something wrong ?

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1 answer: sort voted first

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

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answered Oct 24 '15 at 08:47 PM

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marcomaryred
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