Geometry Collections jitter when scale is not exactly 1x1x1

Hi,

I am trying to implement a destructible fence. The fence is initially placed in the scene following a spline as a sequence of static meshes. Static mesh modules are then replaced at runtime with Geometry Collections as soon as the player gets near them. All of this works and it’s very nice on performance. Due to the spline curve, the individual meshes may need to be scaled a bit in order to have near modules touch perfectly. Typically, modules are scaled in the range 95%-105% in the direction of the spline. As long as they are meshes, everything’s nice and no one notices. But here’s the catch: as soon as I replace them with Geometry Collections, they start to jitter. This does not appear to be a physics jitter (they GCs are actually at rest) but only a rendering glitch. I am pretty sure it’s the non-uniform scale that is causing the issue, since forcing a uniform scale makes the glitch disappears. The glitch doens’t seem to have any other ill-effects, the GCs fracture correctly and the fractured pieces do not have the glitch. I am attaching a screenshot showing two pieces of the fence, the left is a static mesh (correct) and the right one is a GC (glitched, it can’t be seens in the picture, but it’s actually jittering in real-time). Fun fact, if I pause PIE, hide the GC in the outliner and then make it visible again, the glitch disappears while the GC stays non-uniform scaled, so it is possible to have both the cake and eat it.

As anyone encountered this bug? Is there a way to circumvent it?

TIA,