Instanced Hierarchical Static Mesh LOD doesn't respect scale


we have the following problem. We are using hierarchical instanced static meshes for hundreds of objects which can have different scales. Our problem is that it looks as if individual LOD was calculated from the actor itself (or component) and not from individual instance transforms, because if I scale an instance 10 times, it still behaves as if it was 1 (it doesn’t take screen space into consideration).

I could in theory create multiple meshes, but in our case the whole reason to use hierarchical instanced meshes would disappear.

Is there any way this could be fixed?

Thank you,

Hi metamorphium,

Thank you for submitting this post. I have reproduced this issue and logged a report for it here: Unreal Engine Issues and Bug Tracker (UE-41301)

You can track the report’s status as the issue is reviewed by our development staff. Please be aware that this issue may not be prioritized or fixed soon.


Thank you!

status unresolved( may be there is a some workaround?

I’m on 4.21 and I can confirm this issue still exists.