Instanced Static Mesh Much Slower than Non-Instanced Mesh. Why?

Hi, so I’m on Mac OSX El Capitan using the newest version of Unreal. I have two nearly identical creation scripts set up, one for instanced static meshes, and one for standard object creation. Both are creating over 1,000 objects on screen. What’s really interesting is that the one with instanced static meshes is actually running at about half the frame rate of the one with a thousand unique objects on screen. Is there any reason for this to be the case???

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Could you please post a screenshot on how you create the instances in your blueprint/ c++ code.

I’m not sure what there is to post, I’m literally just using ‘Add Instance’ on one Instanced Static Mesh Actor.

A little update, the instanced static mesh runs better with squares and simple objects, but as soon as I try to create an instanced static mesh of more complex models, spawning unique pawns begins to outperform instancing drastically.

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Wow, 7 years and i am also having the same issue…