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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?

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asked Nov 03 '17 at 04:21 PM in Using UE4

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avatar image kurylo3d Nov 15 '17 at 11:47 PM

hlods are an extremely time and processor intensive process... sounds to me like your lookn at freezing your game for 10 min just to generate the clusters.. let alone the actual geometry meshes for another hour...

So that doesnt seem like an option..

avatar image Mellnik Nov 16 '17 at 06:27 PM

You are right.. I think breaking down meshes to a very minimum at the last LOD level seems the only option.

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