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Instanced Static Mesh Component AddInstance performaces issue

Hi,

I'm working on a simple voxel engine for research purposes and for UE4 Learning. I've some experience with other game engines like Unity.

Try to ask my question per points:

  • In my prototype, basically, we would to create the entire world procedurally via Perlin Noise functions, in some way.

  • The world is subdivided by chunks of 16x16x16 blocks

  • At each frame, the engine compute the chunks to spawn, generate it in terms of blocks, create a "InstancedStaticMeshComponent" dinamically and attach it to the Chunk (a simple SceneComponent).

  • For each ISMC created, add all blocks

So the Actor's hierarchy is:

 Actor (World)
 
 |--Chunk1 (SceneComponent)
 
 |------ISMC (filled with an instance per block)
 
 |--Chunk1 (SceneComponent)
 
 |------ISMC (filled with an instance per block)

The world works well, and the engine generate it correctly in front of the Player.

My problem is about performances. Each time I add blocks (instances) to the chunk (ISMC), 16x16x16 = 4096 instances, there is an Hitch. I can try to work on chunk visibility optimization, but the spawn of a single chunk create an hitch, so I believe something escapes me.

I've checked the Engine code, and somewhere it speacks about Physics, that I absolutely don't need. May be the ISMC try to work on some physics and I can disable it?

Thanks in advance for any kind of tip you can give me. Regards, Marco

Product Version: UE 4.18
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asked Dec 05 '17 at 11:44 AM in C++ Programming

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Marco Jacovone
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avatar image Marco Jacovone Dec 09 '17 at 06:21 PM

Hi,

no one played with these things?

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I just called SetSimulatePhysics(false) and SetCollisionEnabled(ECollisionEnabled::NoCollision) of the ISM component itself. That seems to disable physics/collision for all the instances.

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answered May 11 '18 at 09:48 PM

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Jin_VE
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