How to optimize Static Mesh rendering using Batching Modes
Last updated
Last updated
Placement Assist offers built-in support for users to utilize ISM or HISM batching modes for static meshes placed by this tool to optimize draw calls during real-time rendering.
Firstly, open the Placement Assist tool in your scriptable tools editor window.
Navigate into the Placement Settings category and look for Static Mesh Batching Method:
Click on the dropdown and select which method you wish to use.
None: This is the default selected method. This will spawn static meshes placed by the tool as individual static mesh actors named after the static mesh without specific batching support. However, this offers easier customization options for changing the mesh after placing.
InstancedSM: This option uses an Instanced Static Mesh Component to set up batching capabilities. The tool uses the value you put into the Final Outliner Folder setting to look for or create an actor named after the static mesh, prefixed by the batching method directly underneath the folder path provided. The tool adds each placed static mesh as an instance in the ISM component from said actor so they are batched together. If you wish to split actors, you can change the Final Outliner Folder, and a new actor will be used.
HierarchicalInstancedSM: Same as InstancedSM, except this option uses a Hierarchical Instanced Static Mesh Component to set up batching capabilities. The tool uses the value you put into the Final Outliner Folder setting to look for or create an actor named after the static mesh, prefixed by the batching method directly underneath the folder path provided. The tool adds each placed static mesh as an instance in the HISM component from said actor so they are batched together. If you wish to split actors, you can change the Final Outliner Folder, and a new actor will be used.
NOTE: Unreal Engine currently does not support the Undo or Redo functionality for changes in ISM and HISM components. So, placing static meshes using ISM or HISM mode cannot be undone or redone using the editor's undo/redo system. You will need to open the component and manually remove unwanted transforms.