I see that one of the big advantages of using Apparance it’s the ability to update your creations at run-time.
What is the correct or suggested method of updating / spawning and replacing entities at runtime.
The example below has a box collision being updated at runtime.
The left one is Unreal Blueprint updating a box collision on top a static mesh.
The right one is Rebuilding the Apparance Entity, which in turn rebuilds all of its collision.
That means that the collision is removed from the world, and another one is placed in its place, and if the player is on top of it.
If there are any systems (such as locomotion foot ik), in place that perform a blueprint collision check with an object to then use it, when the carpet gets pulled from under them so to speak, (I mean the box is deleted and a new one added), the system doesn’t like it very much, and it can completely break.