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