Can I use Blueprints for World Building?

Is it safe to use blueprints for extensive world building? I’m talking specifically about using them over groups or umaps for collections of static meshes. I feel that the group system is too light and limited and umaps are restrictive with regards to setting transforms of an entire map. What is the impact of having 10000 blueprints with each have 1-n static mesh components? What are the implications on visibility? What are the implications on streaming?

Thanks!

Are you trying to do this during runtime or in the editor?

Either way you can use blueprints to procedurally generate just about anything you can math together.

You can’t do this with landscape currently, but placing static meshes is pretty easy.

In terms of performance I would recommend using instanced meshes and if collision is required, use collision volumes that share the space with their mesh.

I’m talking about using the Blueprint Editor. For example if we have a house and we have 10 variants of the house made of 50 static meshes that we use 1000 times…do we make a blueprints of the house and derived variants ( or options on the main blueprint to construct variants ) OR do we build the house and its variants in a map and have LDs grab these as group to paste into their levels?

You can do either.

You can even build the house in the level, and then make a blueprint out of it.