Hello maths fans,
I’m wondering : since Hierarchical Instanced Static Mesh instances are generated in the the component space, when you make a loop to generate them, how can you give each one a different orientation ?
Thank you so much !
Hello maths fans,
I’m wondering : since Hierarchical Instanced Static Mesh instances are generated in the the component space, when you make a loop to generate them, how can you give each one a different orientation ?
Thank you so much !
That’s what the transform is for:
https://forums.unrealengine.com/core/image/gif;base64
Combine with:
And you’re good to go.
Erm… if you offset every instance location and just chose a random rotation, the result will look a bit “funny” lol. The rotation is in the component space, its not the instance rotation “on itself”.
Not sure what you mean. Perhaps you could demonstrate the desired end result. A crude sketch will do. What’s wrong with this:
Looks pretty serious to me.
What am I not understanding? If you wish to account for the rotation of the component as well - combine / transform rotation when you instantiate. Or use the non-World node to instantiate in component space.
Inverse Transform Rotation for World -> Local and vice versa for the non-inverse transform.
[HR][/HR]
Location in component space:
Each instance is rotated in its own space:
Not sure if there’s more to it. Perhaps I’m missing something obvious. Do tell.