So we have this setup, where we have a large building (a distibution center) with a couple of recurring items (let’s say doors).
We want to be able to swap those items / doors for different variations.
We set up the building and the items as LevelInstances [1]. Now I did figure out how to load/unload those using a function which I used in VariantManager.
The thing is that that’s to slow since all those models are up close and personal. Unloading the building goes fast enough, but loading the alternate version in while also unloading / loading doors takes too long.
So I was looking to use Hidden in game on the LevelInstance and unhide the variants, but it seems Hidden in game does not work for a LevelInstance [2].
Therefor I am now looking to get it’s child actors and just set those hidden in game instead. But it seem I ALSO can’t easily get the actors that belong to a specific LevelInstance ?
I’d rather not resort to using Get All Actors of Class with Tag. Since during production I’d need to update the imported datasmith file that’s in the levelInstance with additional meshes multiple times and that feels error prone (not forgetting having to assign the tag)
Any help here on what I might be missing in setting this up as ‘procedural’ as possible ?
[1] LevelInstance setup with DatasmithSceneActor with StaticMeshActors.
[2] VariantManager Capture Properties not working even though it lists Hidden in Game: