I am having a majour problem.
I have a Hierarchical Instanced Static Mesh Component which can be modified during runtime and can be saved/loaded. When I remove an instance, if I save the game soon after, only the instance which I just removed gets saved. (All the rest get discarded) I checked and it is not a problem in my code. GetInstanceCount() returns 1 for some reason.
I tried looking at the UE source code but I can’t seem to find the problem.
Here is my save code:
for (int32 in = 0; in < i->GetInstanceCount(); in++) {
FInstanceData d;
i->GetInstanceTransform(in, d.Transform, true);
d.Variation = i->Variation;
OutData[id] = d;
id++;
}
Where i is of kind class UHISM : public UHierarchicalInstancedStaticMeshComponent
object pointer (A custom class)
Anybody has any idea as to why this happens?