I want to instantiate hierarchical meshes, split in to grids for my world building. Just setting unreal_hierarchical_instancer works as it should, but when you add unreal_split_attr the plugin produces split HierarchicalInstancedStaticMeshComponent's, but they're not behaving like they should. They LOD as one instantiated mesh, the whole tile LODS as one, rather than LODing each mesh individually.
This is with 2.0.5 and Unreal 5. Is there anyone who got this working?
For UE5 my plan is to just let the World Partition HLOD system take care of this; however World Partition HLOD generation is currently not working with Houdini Engine as of V2.05 UE5EA2.
Can you just use regular instanced static meshes with Nanite and not worry about LODs?