You should mention exact version of UE you are using because if you say the "easy way to do it is broken" then I would rather like to know if I am affected or not. Can you please at least add that to the description
Apologies, I will do, I am not sure exactly which versions it has started, all versions up to now that I am aware of but you are right, I will add it to the description for reference :)
Not that I noticed but I haven't looked too much in too much detail, when you save and load, maybe save the collision profile and set it on the instance on load, I think for me the instance loader I had was auto set to a specific collision, not tried different ones so I could see how that might be an issue
HI @jxzzz8447 I have not needed to touch anything specific with multithreading, PCG is instanced meshes and is mostly processed on the GPU, Unreal does support multithreading obviously and by default and there are dedicated threads for audio/render/stats but nearly all of the rest are done in the game thread, i believe rendering is one or 2 frames behind the main thread. In all honesty I have not noticed any performance issues when rendering a lot of trees and or foliage. I would look more to world partitioning and nanite, this will lower quality and even hide trees far away that are not required to be rendered which will drastically increase performance. As for saving, not really had any issues saving a lot of transforms, i think the serializer is quite quick
Looks like the issue is still present in 5.5, so many thanks for this!
@@dominicharvey7306 you are welcome, I hadn't had time to try it in 5.5 so glad this is still relavent
You should mention exact version of UE you are using because if you say the "easy way to do it is broken" then I would rather like to know if I am affected or not. Can you please at least add that to the description
Apologies, I will do, I am not sure exactly which versions it has started, all versions up to now that I am aware of but you are right, I will add it to the description for reference :)
Hi, the solution is working well. However, in my case I noted that my collision preset are lost. Are you experiencing the same?
Not that I noticed but I haven't looked too much in too much detail, when you save and load, maybe save the collision profile and set it on the instance on load, I think for me the instance loader I had was auto set to a specific collision, not tried different ones so I could see how that might be an issue
Hi,Do I need to use multithreading if I have a large amount of tree(like Minecraft)?
HI @jxzzz8447 I have not needed to touch anything specific with multithreading, PCG is instanced meshes and is mostly processed on the GPU, Unreal does support multithreading obviously and by default and there are dedicated threads for audio/render/stats but nearly all of the rest are done in the game thread, i believe rendering is one or 2 frames behind the main thread. In all honesty I have not noticed any performance issues when rendering a lot of trees and or foliage. I would look more to world partitioning and nanite, this will lower quality and even hide trees far away that are not required to be rendered which will drastically increase performance. As for saving, not really had any issues saving a lot of transforms, i think the serializer is quite quick