rdInst Tutorial 1 – Adding Static Mesh Instances
Last Updated: 19th December 2022
rdInst makes it extremely easy to add Instanced Static Meshes to your level. You don’t need to worry about where they’re stored, or how to remove them.
Step 1. Create a Blueprint with Parent of rdActor
Right Click in your content browser and create a new Blueprint.
Select “rdActor” from the list of parents (I type it in the search box) then click “Select”
Give the new Blueprint a name.
Step 2. Edit the Blueprints ConstructionScript Function
Now open your new Blueprint in the Blueprint Editor, and find the property “Actor Mode” in the Details Panel on the right (you may need to select the “Class Defaults” button along the top first). Change that to “Randomize” if it isn’t already.
Step 3. Add a StaticMesh to the InstanceData
Now we can add a StaticMesh to the InstanceData map in that same section of the Defaults. Just click the “+” button and expand that and choose a mesh in the StaticMesh section.
Then Click the “+” besides the “Settings Fast” section – this is the first instance of the StaticMesh. You can leave that as it’s defaults if you want it at 0,0,0 – otherwise choose a Transform in the Transform section.
This InstanceData map is only exposed to the Blueprint Class Defaults section – not the Level Outliner as it can contain 100s of 1000s of instances and can dramatically slow down the editor if it is exposed there.
Step 4. Add to the scene
That’s all there is to it. Now just add your new actor to the level.