Greetings. I have a question about optimizing my level for VR using the UE4 HLOD system. Say I have a bookshelf with 100 individual objects on it that are all blueprint static meshes set to moveable and can be picked up by the VR player. But when the player teleports away from them, I would want to use the UE4 HLOD optimization, since the player can no longer reach them, and therefore they could just be static meshes. But HLOD doesn’t work with dynamic meshes, so I’d need to swap them out when the player moves away, or the hand isn’t overlapping them. Should I place the meshes in my scene as static meshes, and then use blueprints to swap out the moveable object using hide/show mesh? Would that be the best way to go about achieving better performance? I guess this would also mean that the static mesh would have baked lighting, and the dynamic mesh would use dynamic lighting, so there might be a “pop” in shading when the swap happens, right?
The root of my problem is having performance issues with so many objects (even using LODs for all of them), and so many textures for each, creating a lot of draw calls. If I have a room with many bookshelves, the cost adds up quickly. Thanks for any help!