[4.20] Hierarchical Instanced Static Mesh crash in many ways if used in C++

I was able to load the tile by updating the HISM code to master (4.22) and removing the checks, however the result is as the check suggests; the instanced meshes are corrupted. Know when your GPU overheats and you get strange vertex stretching? (See images in this thread) - it looks like the foliage is doing a similar thing. So basically the bug is vertex corruption in instanced static meshes, only with foliage (based on the few reports we have). The actual check failing is not a bug.

Unfortunately this means we basically hope Epic inadvertently fix the issue at some point. They might already have done so.

More info in my thread here, especially later posts