Foliage Instance Spawning
So before I go ahead and do this. I'm just wondering how it has worked for anybody else.
Would it be more performance optimized to Spawn Instance Meshes for foliage through blueprints based on the actor location opposed to the foliage handling through the engine? I'm trying to think of ways to get lots of foliage while still retaining optimization. I've already setup dithering through the material.
asked Oct 28 '18 at 06:18 PM in Everything Else
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