Licensee says that adding multiple InstancedStaticMeshComponent instances can be very slow (main bottleneck being the physics building).
I think there's a good case for a method something like:
void AddInstances(const TArray<FTransform>& InstanceTransforms, TArray<int32>* OutOptionalIndices);
or
TArray<int32> AddInstances(const TArray<FTransform>& InstanceTransforms, bool bReturnIndices);
which adds multiple instances at once (preferably even in parallel), and performs physics building asynchronously, in a similar manner to ProceduralMeshComponent.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-82372 in the post.
1 |
Component | UE - LD & Modeling - Terrain - Landscape |
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Target Fix | 4.26 |
Fix Commit | 13264722 |
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Created | Oct 24, 2019 |
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Resolved | May 11, 2020 |
Updated | Aug 21, 2021 |