Description

Issues observed:

 - When bRenderStatic is on and bNoSkeletonUpdate is off, CachedMeshDrawCommands takes a significant chunk of time, because the scene primitive transform is being updated every frame.

 - When bRenderStatic is off and bNoSkeletonUpdate is on, LODs do not update properly.

It appears the only combinations without buggy side effects is when both are on or off together. Consider merging them or fix the issues to avoid confusion.

Steps to Reproduce

Add a bunch of static meshes to a level. Activate combinations of bRenderStatic and 'bNoSkeletonUpdate' in BP.

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Won't Fix
CreatedAug 7, 2019
ResolvedAug 27, 2021
UpdatedAug 27, 2021
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