rdInst Tutorial 3.1 – Different types of supported Instance Objects
Last Updated: 14th August 2026
Tutorial created in rdInst version 1.35
rdInst supports most types of rendering systems in Unreal for StaticMeshes. These include:
- Instanced Static Meshes (ISMs)
- Hierarchical Instanced Static Meshes (HISMs)
- Foliage Instanced Static Meshes (FISMs)
- Niagara Mesh Instances
- Componentless Primitive StaticMeshes (UE5.7+)
- Instanced Skinned Meshes (Skeletal Meshes) (UE5.7+)
The base rdActor is more ISM/HISM based, which is the best over-all renderer for prefabs and Object Oriented type StaticMesh rendering.
For the other types of rendering the rdSpawnActor and it’s derived classes is used. These are ECS and handle large amounts of instances at a time – spawning, moving and rendering.
There is also a system in place that allows you to transform these Static Meshes by using the WPO in the material – you can move bulk meshes very quickly this way as there’s no code needed to update things like culling, collision and physics. (There are caveats of course).
All the instance types are exposed to C++ and BP so you can spawn/control any type from code.
All the instance types also support proxies, so you can swap to Actors/Layers/Prefabs/ISMs/SKMs etc when they are close to the player/s. It’s also possible to swap ISMs to Instanced Skinned Meshes in proximity to give cheaper foliage in the distance while swapping to high res foliage with smooth wind control when close.