Instanced Static Mesh vs Same Actor in Outliner
When we use instanced static mesh component, we can specify the transformation and can achieve on drawcall for the whole instanced static mesh component. Can we assume the same, when I drag&drop 1000 elements from the content browser into the level? I know that the outliner get's a little messy and eventually slow but in terms if instancing during the game, will there be a difference between using instanced static meshes or relying on the automatic bundling of same objects in the outliner?
asked Mar 23 '18 at 04:53 PM in Using UE4
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