On PS5 and Xbox, we were noticing hitches during our Round Reset destruction events. Upon investigation, I found that many of our Niagara systems were using discrete mesh calls in multiple mesh arrays, implying a potential savings of over 1000 draw calls.
An illustration of the CAMP technique. After proving the technique, I applied it to 2 other mesh arrays in the Level and facilitated the tech to the VFX department. It could then be applied to all other use-cases in the game.