template,backup,bounce and instanced tutorial?
any chance of a tutorial showing the best practices for
creating curves/splines/scatters etc and keeping their references,presets,custom settings etc and all while bouncing out HISM or FOL/SM versions (baked) while still having a copy with original dash data attached?
i think i have a rough idea but its kinda a two steps forward one step back learning process.
4 Replies
like . baking a merged or instanced version to test ingame or in editor/scene with baked performance.
currently im just duplicating the level before i merge everything out to baked on the copy.
is this best?
Hey! @crackshot
The main reason you want to test is for performance in game?
As far as I know, it is much better for performance to keep a scatter as a HISM instead of baking it down to individual static meshes. So I would only do that if I need precise control of each individual scattered object
But maybe you have another reason for wanting things baked down into individual static meshes?
yeah so i can access "component tags' not just tags. (i have some tags for fading objects and stuff)
ah got it!
Ye then in order to try performance properly, duplicating the entire level sounds smart.
You could of course duplicate the scatters and bake down the duplicate but then the original scatter would be there and affect performance so that way ain't good