Individual XYZ Rotation for Instanced Hierarchical Static Mesh

Very kind
In this tutorial 01. Оптимизация уровня с помощью hierarchical instanced static mesh - YouTube from 41:50 author explains how to individually rotate Instanced Hierarchical Static Mesh.
Since I’m not a Blueprint expert I can’t understand the author’s explanation.
I would be infinitely grateful for any help.
Best regards

To start with

image

and later

image

and, even later, after you’ve added them

image

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Thanks a lot for your reply. Unfortunately I still haven’t been able to get the individual rotation of each instance to work.
As I said I’m not an expert in blueprints so I’m having trouble understanding how to do, perhaps a full screenshot of the Event Graph
it would help me to understand better. I have attached screenshots of what I did following tutorial and advice from him.
Thanks again and I hope I don’t abuse your kindness.
Best regards

Can you describe what you’re trying to do?

To set the individual rotation of instanced meshes, use

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I sincerely thank you for your availability. As for my intention, I would like to obtain the same result that is shown by this Russian guy in this tutorial: 01. Оптимизация уровня с помощью hierarchical instanced static mesh - YouTube
The problem is that from 41:50 and then it doesn’t show the individual rotation of the instances. It creates and deletes nodes so I don’t understand what should remain in the Event Graph.
Best regards

He’s talking about ‘update instance transform’. You have to know which instance you’re referring to, in the case. Which is a bit fiddly, because you have to figure out which one is which.

Much easier to transform the instances while you’re laying them out.

The only time you need to move the later, is things like foliage.

From what I can see that you have pasted here so far, your hope is to animate (i.e. rotate continuously) HISM’s. However, that is not how they work. A HISM instance can have a unique rotation and scale, and you can update that HISM’s rotation, location or scale at runtime using ClockworkOcean’s example, but not in a performant way. It would be very slow and sluggish if you have very many of them. They can’t simulate physics or move once placed.

If your goal is to have asteroids floating around in motion they shouldn’t be HISM’s. One way to deal with this would be to make some number of them HISM’s, and have a few regular static meshes in motion.

If instead your goal is to let the player interact with one somehow (i.e. it begins moving when you bump into it) then I suggest you design a swapping system that will remove the HISM at that location and replace it with a static mesh.

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You are all too kind. Many, many thanks for your invaluable help.
Kind regards