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Level Design Static Meshes-How big is too big?

-Performance wise, the engine can cull / stop rendering small chunks of a building, rather than having to draw the entire structure every time a little piece of it is in view.

-Mappers can re-use modular parts more easily, and artists don't have to go crazy applying dozens of shaders / uv-maps for one big building asset.

-LOD's perform and look better using these smaller components.
 
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