'Update Instance Transform' / 'Remove Instance' == big performance hit even if used only on 1 instance

Hey, there is no real solution for this, since it needs to re-draw every instance anyway. In my case I’ve divided my foliage into chunks, for example instead of hacing only one hierarchical static mesh component for entire scene, I’ve recreated it using 5 components. This way when updating an instance it won’t re-draw whole big component, but only one of the 5 smaller components.