
Beschreibung
This plugin provides a complete, multiplayer ready implementation of Replicated Instanced Static Mesh (RISM) and Replicated Hierarchical Instanced Static Mesh (RHISM) components.
Standard Instanced Static Mesh Components in Unreal Engine do not replicate this plugin solves that problem entirely by providing replicated extentions of ISM and HISM.
The plugin is built in entirely in C++, but all functionality has been exposed to Blueprints.
Core Features:
Native Replication: Everything is replicated out of the box using efficient Net Delta Serialization. This means we use minimal network bandwidth by only sending updates (adds/removes/changes) rather than the entire array of instances. This makes this extremely scalibile.
Support: Supports both standard ISM and HISM (Hierarchical) components, fully supporting World Partition, Net Dormancy and Net Relevency.
Survival & Sandbox Ready: Includes built-in support for Queued Spawning and Despawning. You can tell an instance to "Respawn" or "Destroy" after a set delay (e.g., a tree growing back after 60 seconds) directly within the component.
Instance Lookup: We use a highly optimized internal map that allows you to find an Instance Index simply by providing its World Transform.
Per-Instance Custom Data: Fully supports replicated Custom Data Floats. You can modify custom data on the server (to change colors, health, or shader parameters per instance), and it will automatically replicate to all clients. It even includes logic to preserve existing data when resizing the data buffers.
Important Constraints:
Precision & Overlap: To use minimal bandwidth, transforms are quantized (Location to 0.1 units (cm), Rotation to 0.1 (degrees)). No two instances may share the exact same quantized transform. This plugin relies on unique transforms for its fast lookup map overlapping instances will result in lookup errors. If you require additional precision please contact me for support.



