Many Actors causing Lag, need instancing? C++
I'm trying to find the correct way to instance a BP actor through C++. My original method of spawning my world causes an incredible amount of lag on even a high end system due to draw calls, but I've been unable to find a working way to instance everything and limit the lag.
I'm currently doing
Obviously this isn't efficient, and a 100x100 map drops my fps from 120 -> 15-30. I know I have to add an UInstancedStaticMeshComponent to my class, but I am unsure of how to utilize it from there.
Any help would be appreciated,
asked Nov 13 '16 at 10:15 PM in C++ Programming
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