June 12, 2015, 5:40pm
These empty spaces appear in between my instanced static meshes when I generate my level in 4.8:
It’s fine in 4.7.6:
This only happens when I rotate the instanced static mesh. If the rotation = 0, everything aligns perfectly.
Blueprint for spawning my instances:
If I manually place the static meshes in my level they align perfectly as well. Even when I rotate them.
The things I checked:
Rotating the instance afterwards, same issue.
Position/Scale/Rotation is all perfect on the instance (exactly what it should be).
Models are all 1000x1000 units.
There must be an issue with the transform of Add Instance when you rotate it. Rounding error of scale?
June 12, 2015, 9:29pm
Here is a testproject that I made in 4.8 to show the problem.
June 14, 2015, 9:14pm
Still having issues with this :(.
Please do not bump threads that haven’t gone unanswered for 4 or more days from the last post. This clutters the answerhub and makes it extremely difficult to parse through information and help anyone. I have downloaded your test project and will post back here when I have additional information available.
June 20, 2015, 9:07pm
Sorry for the earlier bumps, didn’t know about the 4+ days bump rule. Any progress on this issue? 4.8 is working amazing so far, but I would like to get rid of this problem.
I’m not seeing this error on my end. What Engine Usability Settings are you currently using?
June 21, 2015, 2:19pm
I think you meant Engine Scalability Settings? Those are on Epic.
This is the DefaultEngine.ini that I’m using atm:
Pastebin of DefaultEngine.ini
Can’t seem to get a fresh default 4.8 version when I delete it though.
Ah yes that is what I meant! Sorry about that, I haven’t had my coffee this morning! Do you have any steps I can take to reproduce this on my end with your sample project? I attempted increasing the x max and y max as well as the tile size but saw no difference or breaks in the tiling.
June 21, 2015, 3:02pm
Load up Testmap.
Set Max X and Y to 5.
Set Tile Size to 1000.
Make sure each instance is rotated 90 degrees on the yaw in the blueprint.
Use Simulate (unlit / wireframe shows it best).
Select the grid (so you can see the yellow lines in between tiles).
Make sure to go close-up.
It looks like this when I load it up myself:
[Lines in between, its a bit big so linked it]
If this still doesn’t work then it must be a setting that I am missing in 4.8. It work perfectly in 4.7.6 though.
I have reproduce this and have entered a bug report, UE-17458 to be assessed by the development staff.
June 22, 2015, 6:16pm
Thanks for the help, glad it wasn’t an issue on my side :).
Looking forward to the fix.
I’m also having this issue, just checking in to see what the status of this bug is in 4.8.2 hotfix.
August 1, 2015, 9:42am
It’s still there in 4.8.2. I haven’t tested the 4.9 preview version yet.
This is still under assessment by the development staff. It has been marked as Major but I do not have a timeframe of when a fix will be implemented.
March 14, 2017, 6:11pm
So two years later it is still unresolved and we can’t use instanced static meshes without gap between them?
Yes, problem is still present in 4.13
Here is a work around I found. I also used 1000x1000 tiles.
Basically, if your Yaw rotation is 0, keep normal scale.
If your Yaw is anything else , bump up the scale to 1.0001
I haven’t tested it on Roll or Pitch, or on other sized models.