Latest Version: 1.22 - 15th April 2023
Website: https://recourse.nz/index.php/rdinst-home/
Note: rdInst is compatible back to UE4.25 - these built previous versions are available upon request.
The plugin can be used in two ways:
- As an Editor plugin, providing optimized editing and fast randomization, baking out the results into fast blueprint only actors using either just static meshes or utilizing any method of instancing – or even baked into static meshes (great for Nanite). rdBPtools is completely compatible with rdInst and uses its optimizations when you use its Base Blueprints.
- As a runtime plugin, packaged along with your project. Providing it’s instancing and spawning routines, and its optimizations for use in real-time – such as randomizing a room to a specific seed before moving it into place. In fact, it is this part that provides the best optimization. You can have many objects in your rooms, each with their own random settings – using rdInst, you don’t even see a drop in framerate when randomizing. Blueprint routines to randomize are somewhat slower – especially when actors rely on other actors to be visible.
Just use the included rdActor as your base actor, or directly call library functions.
Instances are managed according to their owning actor, during Editing this allows fast editing of large amounts of meshes – during runtime this allows fast Showing/Hiding of actors and even sub-folders of meshes for each actor.
Non-managed functions are available too – these give raw access to the HeirachialInstanceStaticMesh Components used to create the instances.
It’s as simple as calling the “rdAddInstance” node in your Blueprints, specifying the Static Mesh and a Transform. Removing them is as simple as using the “rdRemoveInstances” – it only removes instances used by your current blueprint.
Even with the Management and Randomization system built in, you’re able to get the same performance as the Foliage Tool.
When Adding Instances at run-time, rdInst can be used to distribute the additions over multiple frames to keep the frame rate smooth - all handled behind the scenes.