In my case it can have great use because im using one Hierarchical Instanced Static Mesh Component for all my units. Though since in HISM you can only have 1 material and 1 mesh, you need to use Texture2DArray to change sprites for different instances. That is controlled using a Per Instance Custom Data float.
This works very well. The only problem then is that all your sprites need to be the same resolution, or else the Texture2DArray doesnt work.
Most of my sprites i try to fit them into 512x512.
But have also 1024x512, 1024x1024, 1024x2048, 256x256
So if you have other sprites with different resolutions, you need to create a new HISM and a separate Texture2DArray for them…which sucks.
With Texture Collection I assume this would work all with one HISM and one Texture Collection.
Is this correct? Could you confirm me if this would be possible, or if there are some inconveniences that we might be missing?
It sounds too good to be true.