Hierarchical Instanced Static Mesh (HISM) not rendering in 5.5.1 until Editor UI is clicked

Summary

Hierarchical Instanced Static Mesh (HISM) issue in 5.5.1 HISM models not rendering until the UE editor viewport border is resized, clicked, or an editor UI element is clicked.

Please select what you are reporting on:

Creative

What Type of Bug are you experiencing?

Assets

Steps to Reproduce

Presumably, developers have access to my Marketplace asset (Floxy v1.05).
If so,
(1) open the ‘Floxy Stress Testing’ map
(2) Press PLAY and enable the ‘Show UI’ check box
(3) With the default [Native Agents] option selected, click [50] to spawn 50 HISM agents.

Expected Result

50 HISM agents (white arrows) should be spawned immediately as they always have prior to UE 5.5.1.

Observed Result

Even though the agents are spawned ‘programmatically’, they are not rendered for some reason …UNTIL you click anywhere outside of the UE 5.5.1 viewport,
e.g.,

  • click the viewport resizing border
  • click the UE editor’s Outliner tab
  • click a blank area of the UE editor
  • click an item in the Content Browser.

It’s as if the spawned HISM data is not updated until the editor has received some event.
I have no idea why that would suddenly be the case, but it only started with UE 5.5.1.
(Note: the bug only inhibits ‘dynamically spawned’ HISMs during PLAY).

See the linked video for the recorded repro.

Platform(s)

Windows 10 Home
Version: 22H2
OS Build: 19045.5247
Windows Feature Experience Pack 1000.19060.1000.0


System Information

Operating System: Windows 10 Home 64-bit (10.0, Build 19045) (19041.vb_release.191206-1406)
Processor: Intel(R) Core™ i5-9400F CPU @ 2.90GHz (6 CPUs), ~2.9GHz
Memory: 16384MB RAM
Available OS Memory: 16326MB RAM
DirectX Version: DirectX 12


Display Devices

Card name: NVIDIA GeForce GTX 1660 SUPER
Display Memory: 14128 MB
Dedicated Memory: 5966 MB
Shared Memory: 8162 MB
Driver Name: \System32\DriverStore\FileRepository\nv_dispig.inf_amd64_0afec3f2050014a0\nvldumdx.dll,

Driver Version: 32.0.15.6094
Feature Levels: 12_1,12_0,11_1,11_0,10_1,10_0,9_3,9_2,9_1

Video

Repro video:
https://1drv.ms/v/c/518700558eb31581/EUFPoyMZzM1Kvdu2a6DoiIMBpeyskCj6MfPZmJfkOzHhVQ?e=BHwTJR

Additional Notes

Repro video clearly shows the issue, comparing UE 5.4.3 (working) and UE 5.5.1 (not working)

Hi, I haven’t seen this behavior in 5.5 (I haven’t got Floxy but have been testing HISMs)

I just made a test scene, a simple BP with a HISMC and a function to spawn 50 cube instances, then another BP with a “CallInEditor” function that gets all the first BPs in the level and calls the Spawn function (so that the construction only gets called on the 2nd BP in the level) - it seems to work correctly.

How are you spawning the instances? Does a simple test like this work ok on your hardware?