Summary
In UEFN, the HISM editor is borderline impossible to use at scale.
When creating new static mesh instances in a HISM component, you do not get access to any gizmos on the instance. The only way to reposition the instance is by directly setting the values of the transform. The only feasible way to position these instances is by copy-pasting transforms from a proxy mesh.
When selecting an instance that is a part of a HISM component, you have no indication of which instance in the array that is. For HISMs with a large number of instances, this makes it nearly impossible to know which transform needs adjusted to reposition it.
In UE5 proper, static mesh actors can be bulk converted to instances. However, in UEFN, this workflow is completely unavailable. This would massively speed up the creation process of creating HISMs.
Please select what you are reporting on:
Creative
What Type of Bug are you experiencing?
UI/Tools
Steps to Reproduce
No Gizmo:
- Place empty actor from place actors panel
- Add Hierarchical Instanced Static Mesh Component
- Set static mesh used in component
- Add instance to array of HISM
- Click on a HISM instance
- Observe transform gizmo only affects root actor, not instance
No Conversion:
- Place several static mesh actors
- Select all static mesh actors using the same static mesh asset
- Right click selection
- Observe no option to convert to instances
Expected Result
Can reposition static mesh instances with 3D gizmos
Have some indication of which instance is being transformed/selected in the array
Have the ability to bulk-convert static mesh actors to instances
Observed Result
Cannot reposition static mesh instances with 3D gizmos
Have no indication of which instance is being transformed/selected in the array
Have no ability to bulk-convert static mesh actors to instances
Platform(s)
PC
Additional Notes
This makes it completely infeasible to use mesh instances at scale, and it only makes sense to use mesh instances at scale.
