Topic titles have such a short limit…
Anyway, is there a good way to split up a large set of meshes so they're exported as separate meshes chunks once the HDA bakes in engine?
I am generating a few sets of objects that can span a pretty large distance and that does not work well for culling, LODs, etc, in game engines.
Trying to group them by proximity kind of works, but if they happen to all spawn near enough, the entire set could end up in one group.