Quick answer: Unreal PCG graph swapping static meshes via Replace failing on ISM components? ISM stores by per-instance index; replace requires Remove + Add.

PCG should replace one tree variant with another; ISM still shows the old.

Remove and Add

Per-instance Remove, then per-instance Add with new mesh. Effectively replace.

Or use HISM with switching

Hierarchical with mesh switching support. Modern engine; cleaner.

Audit PCG outputs

Each PCG output's intent; verify execution.

“ISM is index-keyed. Replace = delete + add.”

If your PCG replacement doesn't apply, the per-instance lifecycle is the source. Document.

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