Thank you very much for your reply!
1. Regarding the difference between Level Instances and Packed Level Actors, my understanding is that Level Instances are more suitable for creating POIs (Points of Interest).
They are also ideal for standalone sublevels that include gameplay logic.
On the other hand, Packed Level Actors are better suited for purely decorative content that does not contain any gameplay functionality.
Another difference, as far as I understand, is that PLAs can only contain Static Meshes, whereas Level Instances can include all types of content.
Could you please confirm if my understanding is correct?
2. I also wanted to ask, what is the difference between ISM and Packed Level Actor (PLA)?
In our development, we often notice that some meshes are merged using ISM, while others are merged using PLA. Our developers are not quite sure what the actual difference is, so they tend to mix both methods. We would like to understand when ISM should be used, and when PLA is the better option.
3. Regarding the HISM part, you mentioned that HISM has become less important. However, for vegetation, we should still be using HISM, right? I noticed that foliage is still inherited from HISM. Will the upcoming Nanite Foliage use ISM instead of HISM?
4. Regarding FastGeo, there does not seem to be much documentation available. We tried using it briefly and attempted to add some Actors into the FastGeo list, but after the merging process, many gameplay-related logics started to break. It seems that directly including AActors into FastGeo causes issues with gameplay functionality.
[Image Removed]We would like to understand how Runtime Cell Transformers ISM and FastGeo are configured in FN.
5. Additionally, we found that FastGeo also seems to have issues when dealing with Static Meshes. For example, after a Static Mesh is processed by FastGeo, line trace detection (LineTraceByChannel) no longer works correctly, and the HitResult always returns Null.