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Hierarchical instance mesh transform inaccuracy

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    Hierarchical instance mesh transform inaccuracy

    Hello! I'm trying to generate some complex objects proceduraly with hierarchical instance meshes to save drawcalls.
    However, when using instance meshes, i don't get the same transform percision as with regular static mesh components.

    Shown in the attached images is a small demonstration script made in a fresh scene, just to demonstrate the issue.
    When distributing a "pizza slice" mesh radially arround an origo using the Instance Static Mesh Component, the outer edges of the slices do not align properly.
    However, using the exact same mesh and algorithm, but with the regular Static Mesh Component, everything aligns perfectly.
    Has anyone else experienced this ? is there a way to fix it? Also open to hacky workarround solutions to mitigate the issue.
    Any help to understand this issue at all would be greatly appreciated!
    Click image for larger version  Name:	Ue4_RegularStaticMeshComponent.jpg Views:	2 Size:	475.6 KB ID:	1492452Click image for larger version  Name:	Ue4_InstancedStaticMeshComponent.jpg Views:	2 Size:	475.9 KB ID:	1492453

    Bumping due to forum bug placing post on page 823.