There is a note.
Note: To use these nodes, your Blueprint class must be derived from an Editor-only class, such as the PlacedEditorUtilityBase class. For details, see Scripting the Editor using Blueprints.
2 - How do you get all the static meshes of a child actor?
So you can use point number 1 with this same point, number 2.
3 - Is there any way to extend a level (hierarchy)?
I am only 20% operational thus cannot fully answer your question.
Also are you in UE5? You should state your Engine # at the beginning of posts. I do not have UE5 to check this.
But per the link:
To add a new simplified collision shape to a Static Mesh,
You must first “add Static Mesh Editor Subsystem as a target for this node to work” [to get the Node to appear as an option].
Then drag Static Mesh Editor Subsystem into your graph (place that Object node in graph),
Then drag off the Out pin of Static Mesh Editor Subsystem - to get the option to type Add Simple Collisions node.
Remember this rule: to get specific nodes, step 1 is to put the Object in your graph, then step 2: you need to drag off the Object (e.g. Static Mesh, Variable = context specific) – not drag off a Function Out pin in the graph, as in your picture.