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skxdoom avatar skxdoom commented on June 26, 2024 1

That's really good to know, thank you very much! Considering all last Unreal updates I might redone the whole tool someday, maybe, so it could get more performant and more user friendly.

from ue4-phismtools.

skxdoom avatar skxdoom commented on June 26, 2024

Yes, BP_Spline_Fences is the most unfinished one. In real life fences don't really bend, so I didn't come up with single solution back then. Sorry for inconvenience, but the whole system is provided to public as-is due to time constraints, I probably should've clarify that.

I'm also not so sure that HISM (Hierarchical Instanced Static Meshes) are so important anymore, since UE4.22 Epic developed auto-instancing for usual Static Meshes (yet they were absolutely needed for a UE4.19 open world game I worked on), so it itn't a bottleneck anymore. And HISM have some limitations for itself - for example they just don't support static lighting.

I hope you understand me, because in earlier versions of Unreal the count of meshes could be a huge problem and the system was developed to overcome this and now it's not so needed anymore.

Anyway, I got too technical, so the short answer is: you probably need a custom solution either built based on PHISM Tools or from scratch.

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kaeming avatar kaeming commented on June 26, 2024

not really sure about auto instancing since duplicating static meshes always gave me massive drop in fps after replicating it several times ( high draw calls ). your tool is really good and it gave me a huge fps advantage working with my projects. ( im on 4.24 now )

and no worries, i just want to say thanks for releasing such a good tool to the public, wish you all the best for your future projects!

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