Simulate large numbers of PhysX rigid bodies cheaply using Vite's PhysXInstancedSubsystem plugin — a PhysX-only world subsystem (UPhysXInstancedWorldSubsystem) that backs Instanced Static Mesh (ISM/HISM) instances with per-instance PxRigidDynamic bodies instead of one AActor per prop. Covers the APhysXInstancedMeshActor workflow, stable FPhysXInstanceID handles, spawning single/batch instances (SpawnPhysicsInstance, SpawnPhysicsInstanceFromActor), applying forces/impulses (AddImpulseToInstance, AddForceToInstance, AddRadialImpulse), reading/writing velocity, sleep/wake, per-instance gravity, collision shape types (box/sphere/capsule/convex/triangle), collision profiles an…