SpawnActor in StreamedLevels and HLOD at runtime
Imagine you got an open world which is built with Level Streaming. It also makes use of HLOD system. At runtime (when the player plays the game) I want to dynamically create and delete actors in the world (Static Meshes). I don't know where and how many there will be. But the number can go up to 1000000. I will use SpawnActor from C++.
So my question is whether I can dynamically place a very large number of Actors (Static Meshes) in the world and still achieve good performance. Does the Engine know about the new Actors automatically and manage them with Level Streaming and HLOD appropriately?
asked Nov 03 '17 at 04:21 PM in Using UE4
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