I’m building a SIMPLE procedural city, when using ‘add static mesh component’ it works perfectly. When using ‘add instanced static mesh component’ if I rotate in the transform then the instanced mesh is slightly smaller than the original.
My city blocks are 50m x 50m (real world), and i have a selection of meshes that i put into the city spaced 50m apart. The origin of the meshes is 25m from the external edges. When i use ‘add instance’, there is a small gap around every single block. NOTE: I’m only using rotations of 90, 180 and 270. When i use Add static mesh component, there is no gap.
No answer, yet? Because I just encountered the same problem and I was glad when I found out that someone already asked the exact question - just to see that there is no answer
Did you find an explanation or a soultion yourself, xykevinr?
Just adding to this to note that the issue persists in UE4 4.22. I’m having the same issue with a simple instanced 2d tiling grid. If I rotate the instances, 90 degrees on the Z axis for example, it seems to cause a .0001 & shrinkage and you can see noticeable gaps in what should be a seamless tile. This issue does not occur when I use static meshes.
I found this related bug report (UE-17458) but will make a fresh one just in case.
My messy workaround is to automatically add .0001 to the scale if the instance is rotated.