void FHierarchicalLODUtilities::DestroyCluster(ALODActor* InActor)
{
	// Find if it has a parent ALODActor
	AActor* Actor = CastChecked<AActor>(InActor);
	UWorld* World = Actor->GetWorld();
	ALODActor* ParentLOD = GetParentLODActor(InActor);

	const FScopedTransaction Transaction(LOCTEXT("UndoAction_DeleteCluster", "Deleting a (invalid) Cluster"));
	Actor->Modify();
	World->Modify();
	if (ParentLOD != nullptr)
	{
		ParentLOD->Modify();
		ParentLOD->RemoveSubActor(Actor);
	}

	// Clean out sub actors and update their LODParent
	while (InActor->SubActors.Num())
	{
		AActor* SubActor = InActor->SubActors[0];
		SubActor->Modify();
		InActor->RemoveSubActor(SubActor);
	}

	// Also destroy the cluster's data
	DestroyClusterData(InActor);

	World->DestroyActor(InActor);

	if (ParentLOD != nullptr && !ParentLOD->HasValidSubActors())
	{
		DestroyCluster(ParentLOD);
	}
}
void FHierarchicalLODUtilities::DestroyLODActor(ALODActor* InActor)
{
	const FScopedTransaction Transaction(LOCTEXT("UndoAction_DeleteLODActor", "Delete LOD Actor"));
	UWorld* World = InActor->GetWorld();
	World->Modify();
	InActor->Modify();
	
	ALODActor* ParentActor = FHierarchicalLODUtilities::GetParentLODActor(InActor);

	FHierarchicalLODUtilities::DestroyCluster(InActor);
	World->DestroyActor(InActor);

	if (ParentActor && !ParentActor->HasValidSubActors())
	{
		ParentActor->Modify();
		FHierarchicalLODUtilities::DestroyLODActor(ParentActor);
	}
}