Thanks a bunch for the tips! I got HISM working, I think (didn’t do any containers or blutility stuff):
Now I wonder about two things:
first - if I need to generate HLOD at this stage using HISM actors (after HISM is on the level and original meshes are hidden away) or do I need to generate HLOD first using original meshes and only then spawn HISM actor (and hide original meshes);
second - since I get world transforms of the original objects, I have to put HISM actors at 0 0 0 of the world so that the instances are right on the spot of original meshes. Would that affect visibility culling? I know that for conventional static meshes it doesn’t matter - engine culls based on the bounds of actual surface. So let’s say origin is at 0 0 0 and is in player’s view, but the mesh itself is somewhere behind player - that mesh will be culled anyway. How does it work with HISM? (let’s say I have a wall built out of instances; if player sees only one end of the wall, will engine render whole HISM wall, or only instances that are in the view?)
Thanks :o