Overview

When optimizing scenes, it is generally best to perform operations in a specific sequence to achieve optimal results. For example, geometry optimizations should typically be completed before mesh or lighting adjustments. While this order is suggested through the left-hand toolbar and the Scene Suggestions Panel, you can run operations in any sequence based on your specific scene requirements.


Operation Name Preceded by: Followed by: Notes
Replace Duplicates None Create Instances Ensures duplicate meshes are replaced with reusable assets, reducing redundancy and enabling effective instancing later.
Hierarchy Merge None Create Instances
Cluster Merge Combines nested hierarchies into single entities to simplify scene structure, making subsequent operations like instancing or enabling Nanite more efficient.
Create Instances Replace Duplicates
Hierarchy Merge None Leverages replaced duplicates and merged hierarchies to maximize memory efficiency through instancing.
Split Meshes for Nanite None Generate LODs (run before LODs — otherwise LODs won't be generated for newly detached translucent meshes)
Enable Nanite Prepares meshes for Nanite rendering by splitting large or complex assets. Run this before generating LODs to properly handle detached translucent meshes.
Enable Nanite Hierarchy Merge
Cluster Merge
Split Meshes for Nanite None Applies Nanite settings to newly merged or clustered meshes for improved rendering performance. Note: Generate LODs — run on translucent meshes only. LODs can't be set for Nanite meshes.
Set Actor Mobility All other geometry operations that replace scene actors None Ensures actor mobility is adjusted after all geometry changes to avoid unintended transformations or disruptions.
Set Up Collisions Cluster Merge
Merge Lights
Hierarchy Merge None Configures collisions after merging clusters and lights to ensure accurate physics interactions.
Repair Mesh Normals All Geometry Optimization operations
(refer to Geometry Plugin documentation) None Fixes normals after geometry operations like merging or splitting to maintain consistent shading and lighting quality.