Merging Actors vs HLOD

Can anyone explain when you would use the Merge Actors vs HLOD (clusters, proxy mesh) to combine multiple static meshes? I have a VR scene with a LOT of complicated static meshes in view and I’m trying to do anything to prevent the “shaky” effect in the headset. Due to the layout, I can’t just hide a bunch of stuff using level streaming so I’m doing everything from modifying the lighting (spot light vs emissive) to also investigating culling methods.

Previously I have been “merging” actors for assemblies with a lot of individual pieces, but I understand HLODs may be a better way to go. I understand that “merging” retains multiple material slots while HLODs create a new material for all of the combined meshes. This won’t be an issue for me.

Any help, general advice, or explanation would be greatly appreciated

For anyone who will ask this question in future, you should do BOTH. When you merging actors you simply merge meshes.
But HLOD generates special actors which dynamically load and unload depending on distance and look like LOD.
So, merging helps for close distance, when you are near objects.
HLOD for far distances when you go away but still can see the objects.

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