Hello, Please help, I have a problem that the updating transforms for HISM in packaged game work differently. Instanced mesh transform update on tick jitters. Every movement is smooth in editor and in standalone game, problem is only in packaged game. Thank you (all instanced moving parts have this problem, not just character. Everything game related works as it should, this is just graphics bug)
https://youtu.be/rbjTCZHN5Po
Disclaimers:
not related to physics
not related to skeletal mesh, there are none.
game has no multiplayer
when part moves (physics collision box or character body part), it adds its instance index to update queue. there is a queue for update. then all indexes in the queue are updated in post physics tick.
Thank you so much!
if ((i + 1) == tNum)
{
m_ins->UpdateInstanceTransform(t_index, t_trans, true, true, true);
m_ins->SetCustomDataValue(t_index, 2, InsF3[t_index], true);
}
else
{
m_ins->UpdateInstanceTransform(t_index, t_trans, true, false, true);
m_ins->SetCustomDataValue(t_index, 2, InsF3[t_index], false);
}
UE4-26