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Dynamic Instance Buffer

I saw there is an option - called like my question - that is available for InstanceStaticMeshComponents. What is it used for? I though if I set it to true, the PerInstanceRandom node in the material editor will always be the same for each instance and won't be assigned again when Updating an Instance. Is this feature broken or did I misunderstand this option?

Product Version: UE 4.17
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asked Sep 30 '17 at 01:45 AM in C++ Programming

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avatar image Ninjin Oct 18 '17 at 03:17 AM

Just downloaded 4.18 (Preview 4) and there is also a "Keep Instance Buffer CPU Access" checkbox. Looks like this is under construction right now.

avatar image Slavq Dec 02 '17 at 11:25 PM

I'm also interested in this. 'Use Dynamic Instance Buffer' checkbox in ISMC, does it make it faster when we e.g. changing instance transforms/removing instances in game? Because the tooltip says "This should be used if you plan on dynamically changing the instances at runtime" - but it doesn't say why :)

avatar image Ninjin Dec 03 '17 at 08:33 PM

I have no idea why they refactored it between 4.16-4.17 in the first place. Had some deep issues the latest versions and hopefully 4.19 will have no bugs anymore.

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I actually read somewhere it's just bugged for the last 2 full versions, but the guy who rewrote Instanced Static Meshes said it's gonna be back in 4.19.

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answered Dec 03 '17 at 02:55 AM

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avatar image Slavq Dec 03 '17 at 01:32 PM

Thanks for the info, that's interesting... Did they improve ISM component by rewriting it in 4.19? Or just some refactoring?

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