Spawning Actors

Most of the time spent Spawning actors in the Unreal Engine is spent in the Engine itself, there is not a lot that can be done to speed that up. There are tricks around this, such as having one instance of a set of actors and move them around to where the player is, and/or have an actor pooling system which pre-allocates actors and handles them for you as if you’re spawning/destroying normal actors.

rdInst provides methods for both these options. These tests show comparisons between spawning actors using native spawn systems, spawning through rdInst and spawning from an actor pool.

These tests spawn 100 actors of each of the 30 meshes used previously.


Blueprint – Native Spawn system – 3729.83 ms (removing existing actors is ~2500ms)

C++ – Native Spawn system – 1633.32 ms (removing existing actors is ~600 ms)

Blueprint – rdInst Spawn – 1856.06 ms (removing existing actors is ~600 ms)

C++ – rdInst Spawn – 1631.83 ms (removing existing actors is ~600 ms)