How much performance impact is there when a level is made up of loads and loads of static meshes? At he breaks the "prefab" and shows that it is composed of many static meshes and the level is made up of many of those prefabs. is this feasable for a game or should it only be done this way for cinematographic projects?(00:26:55 - 00:29:32)
Large worlds in UE5: A whole new (open) world | Unreal Engine
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