How to convert multiple meshes into one static mesh and optimize it for better performance

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hello youtubers welcome to scorpion when I'm steady games this channel don't forget to subscribe in this video I'm going to show you how to convert multiple meshes into one static mash it's pretty simple step process go ahead and disable the spawned so I've set up these columns over here in the level and they're all individual pieces and in that I can move them around but once you're done with that you can minimize the amount of actors you have in your world outliner and to do that all you have to do is just simply click them all so left click and then hold shift and continue select them all the measures that you want to combine together as one and then those are appearing here in this case I have them from starting from SM column 0 1 2 all the way to the bottom of wall elements and including this piece right here actually I'm going to exclude that one because I can move that around so here's all my pieces that I've selected and I want to convert this into one mesh now making sure that everything is selected okay and then now what you want to do is right click and it says right here convert actors to static mesh you're gonna click that and save it somewhere I'm gonna go ahead and consider with my buildings and structures under Egyptian city folder in the meshes I'll name this bronze underscore Oh too since I had the first one I'm gonna click OK and here is my new mesh you can see that it has 16,000 vertices 51 materials and 21,000 triangulations or triangles and now all you want to do is just ctrl s to save it so that way you get saved in your content folder and that's simple as this to create a static mesh one single static mesh now the next thing what you will want to do is since this is not a static mesh you can see that it's all individual pieces I can still move them around what do you want to do now is replace it with a newer piece right here and what you can do is I would leave your current piece in so if you want to position them in their same spot you're just gonna hover over and bring it back down to where other ones were and if you can somewhat align that with the other pieces let's slow down the camera so I can move around a little bit better and bring it over just like that and then drop it in you might notice that they're a little bit off from each other but once I drop that down just like this to the right height I know that they're in the same spot now okay just like that so no there is original meshes and one static mesh which is wrong and now what I have to do is go back and delete the rest of them in my world outliner go ahead press delete and now all of them are gone so we fire to click on ronzo to disable that they're all gone I have one static mesh and then further though or you would want to do is once you create that you don't want to open up your static mesh and then here you see that you have zero LEDs and your triangulation of vertices been set up so if I were to zoom out and in order to increase the speed of your view here you would want to hold right click on your mouse and press s to go backwards but you also want to use your scroll wheel to speed it up or you can slow it down so let me show you demonstration okay I'm gonna pull back and it's gonna slowly go back or if you scroll you will forward it will go fast forward or faster will do a faster zoom in and zoom out but what you would want to do is you'd want to scroll over to the bottom here where it says LOD settings under LOD group you'd want to choose level architecture and then you want to say change yes you want to make changes to create different LOD levels now you see that it's building mesh and right here it says rain poured all these three because now at the top here in the settings you can find that - all the way the top of belief right here LOD picker you can choose now from LED 0 - 1 2 & 3 and to test that if it actually works that if you look on the left side of the screen or it's a zero how far to zoom out you see how it changes from zero to one and it decreases the amount of vertices and triangulations now it's a two and at three so from far away you can see that you can still see the mesh but the vertices have decreased which means the farther you away so the less its gonna cause you to render it farther it's away and then the closer you get it will bring in all these vertices and triangulations and you can also adjust them to your liking once you set this up with me scroll this down sides I have so many meshes right here under termination you would want to do is choose triangles or vertices or any user go with triangles triangulations and you want to reduce the percent of triangles now since this is a little out or you don't want to do that you want to go to elude e0 would show you a hundred percent automatically LOD one will be decreased to fifty I keep going back and forth here with these materials but if I were to make this a little bit bigger it says it right here screen size half of a screen size you will have half over the vertices if I were to scroll went to the bottom here percent triangles you can change so I usually keep it at 75 for the first one and you click apply changes okay and then the next one is elodie to now it shows you that it's a 25% which is fine and of course so you keep going along direction only to 24 that way and then LOD 3 I can change it to 12% let's say and then click apply changes as well and a top left here you'll see that it changes the vertices so that's been done you just want to click Save now and you can just close that out but keep this air out and once you're done with this once you're done with setting up your level design the last thing you would want to do is go to your window and go to hierarchical level of details and then over here you can create the on hierarchical arrays for your scenes that will combine all the meshes together based on the distance and close of generation of desired bound radius that you can choose from and also the filling percentage you can play with that and number of actors to be billed what it does will combine all the meshes together as one and create normals and albedo textures for it as well and I will save young performance so that's how you combine the meshes together and tweak some performances as always I want to thank everybody for watching my youtube channel thank you for subscriptions don't forget to like the video if you liked it and don't forget to subscribe if you knew and click that Bell button to be notified every time I upload a video regarding Unreal Engine and my game development
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Channel: Scorpion Venom
Views: 2,976
Rating: 4.8961039 out of 5
Keywords: Unreal Engine 4, Unreal Engine 4 marketplace, Unreal Engine 4 library, Unreal Engine 4 game design, game design and developmnet, video games, gaming, games, game design, game design tutorial, Unreal Engine 4 tutorial, unreal engine 4 marketplace, unreal engine projects, video game concept, rpg video game, first person games, FPS, Survival video games, scorpion venom studio games, how to convert multiple meshes into one static mesh, game optimization, better game performance, LODs
Id: bxb--Ej0wus
Channel Id: undefined
Length: 9min 43sec (583 seconds)
Published: Mon Apr 27 2020
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