How do I correct HierarchicalInstancedStaticMeshComponent's changes to LOD Computation?

In order to save on rendering costs, I wrote some code to replace repeated Static Meshes (SM) with instances of a Hierarchical Instanced Static Mesh (HISM) with all the same settings. For the most part, that’s worked wonders, but when it comes to LOD on the meshes, things seem to be calculated differently for the HISM and the SM. The SM changes LOD with the correct screen size, as set for the actual mesh. However, the HISM seems to require a larger amount of screen space for the same LOD: as far as I can tell by playing around with the asset’s screen space settings, it consistently requires about double the screen space that an SM requires. For meshes that will exist both as SMs and HISMs in different places in our game, we’d rather not have two different versions of the same asset with the different screen space settings.

Is there any code I could write, or are there any settings on the instances I could change, to affect the way that LOD’s are calculated?

Started digging through engine code, looking for where/how LOD gets calculated, but I’d appreciate a hint if anyone knows the right area to look in. Couple promising things so far, but I’ll post again if/when I figure out what’s causing this and how to fix it.