How to render millions of polygons with Hierarchical Instanced Static Mesh in Unreal Engine 4. Get project files: Optimize draw calls, reduce CPU overhead, avoid common mistakes in Construction Blueprint and have fun creating a massive asteroid belt. Cool usage of foliage tool for asteroids, by Illusion Ray: Draw calls explained: Timestamps: 00:00 Instancing in Unreal Engine 02:48 Performance of static mesh vs instanced 06:00 When to use Instanced Static Mesh or Hierarchical 06:48 Creating blueprint for asteroid belt 18:30 Foliage tool for instancing without BP 18:50 Typical issues and how to solve them 20:10 Physics and animation, setting transform 22:45 More optimization. Performance tests Thanks to the early reviewer Mikołaj Fabjański and to reddit users Creep and junkmail90210 for ideas.
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