Ok @Nate, ‘Minimun num converted instances’ has to be 1!..
By default, it was set to 2…
Can someone explain what I am doing wrong?
Created HISM for existing cubes. Built static lighting (both directional light and skylight are static) and get the following shadow map on the right ??
Left side is built with individual mesh actors, right side with HISM.
@Macw0lf I saw this
Is it the problem?..
I thing stationary lighting might solve it…
thanks… don’t think this is the issue. I am using static lights throughout, and my materials are set to use Instanced static meshes… so would expect this to work out of the box. I found another thread by the author showing how static lighting renders correctly… but I can’t seem to get that result.
So tried a brand new 4.20 project with nothing but a few cubes and a material. same problem! This should be very easy to replicate and confirm as a bug?
@tib_hou Very sorry for the confusion, ‘Minimun num converted instances’ option was added recently, the default value of “2” might puzzle other users if they’re following the manual. I’ll change that in next update.
@Macw0lf I’m currently investigating the lightmap issue of HISM, it seems an editor issue when applying lightmap data (it’s correct in PIE). I haven’t nailed down the problematic code, will update you if I’ve more finding.
The workaround of the issue is after the lightmap been built, save and re-open the map, you should notice the lightmap data apply correctly.
Thank you, that’s good to know… and puzzling.
I have the same issue.in 4.20,ISMA is correct,but HISMA is wrong,is it solve now?ths~
I wish you would implement some randomize transform/rotation/scale functions into this, because I need them badly right now. Mostly for introducing the lifelike small imperfections making every scene much more natural.
It’s unclear to me if you are able to go from a previously created instanced static mesh back to the original static meshes using this tool? I ask because I wonder how compatible this is with re-imports from Datasmith.
Hello, I have pivot offset to world center after i convert static meshes to instance Here video with explanation. - YouTube
In File menu i just reopen level and my pivot wrong
Can you fix this ?
how does this tool work if I already have spent 6 months making a map? Can I convert everything with a click of a button or do I need to make my whole map all over from the beginning?
Hi @Nate, have you got a version working with 4.22 preview yet?
You can use it on existing maps. You just select the actors you want to convert and go to the instance tool panel and hit the convert button and it will convert them.
Trying to install to game SDK anyone had any successing doing so or is it just pure engine.
yes this tool is good hopefully it gets updated
Hey Nate looking to see if you’ve incorporated the hotfix for precision issues when instancing into 1.2.8? It doesn’t appear to be available as an option as far as I can see.
Hi, I’ve just converted my project from 4.19 to 4.22 and EVERYTHING that was made with the Instance Tool is now with messed up textures. Rebuilding the project, fixing redirections, moving the project to a clean 4.22 project or using the “Rebuild Instances” button on the tool don’t help. All my assets that are made with the Instance Tool are now completely messed up…
Does anyone use this great tool under UE 5.1? It used to work flawlessly for me, but now I am having problems getting it to work.
In particular, I can’t select any instanced SMs in “Select Mode”. I’m on version 1.2.9.7 of the tool. Anyone else experience this issue?