Instanced static mesh component instance disappears when moving actor

I’m not sure if this is a bug or expected behavior.

I’m creating a bunch of instances inside an instanced static mesh component in an actor. I then move the instances around just fine:

However if I move the actor the component is on, the instances disappear. So I guess my question is, is this the correct usage for instanced static mesh component? Should the instances disappear? Is there an alternative method of rendering a large count of moveable but otherwise non-animating meshes that is preferable?

Ta.

Hi zoombapup,

Sorry for the delayed response to your post. I tried to replicate this issue, but was unable to do so. I created an Actor Blueprint with an Instanced Static Mesh Component, and specified the default rounded cube for the static mesh. I added 5 instances of the mesh to the Blueprint, then placed it in a level and moved the Blueprint around. None of the meshes disappeared. Would you be able to provide some additional information?

  • What version of the Engine are you using?
  • Are you using the binary Engine installed by the Launcher, or did you build the Engine from source code?
  • If you use a different static mesh, do the instances still disappear when you move the Actor?
  • Does the same thing happen if you re-create the Actor and instances in a new project?

Tim

Hi zoombapup,

We have not heard back from you for a while. Do you still need help with this issue? I will be marking this issue as resolved for tracking purposes. If you still need any more help, please feel free to re-open this post.

Tim

Same problem here…
I’ve spent hours recreating my level geometry with hierarchical instanced meshes and now that I’m trying to put my actors in the proper level they disappear when I move them…

Hi berna,

Would you be able to provide some more information about how you are setting this up?

  • What version of the Engine are you using?
  • Did you build the Engine from source code, or did you install it through the Launcher?
  • If you use a different static mesh, does it still disappear? Do all instances disappear, or only some of them?
  • If you re-create the Actor with the Instanced Static Mesh Component in a brand new project, does the issue still occur?

Tim

This still happens in 4.19. Add a static mesh component using blutility, then move the actor in the editor and the spawned component will dissapear.

I’ve recently encountered this issue with 4.19. I have found a workaround, its a bit scary to perform, but seems to work.

I have the same issue as mentioned above. I have a very large world, with dozens of levels. I’ve gone in and instanced thousands of objects, these objects were generally placed as static meshes. Then, using the instancing tool, I’ve created instances of those SMs where appropriate. Now I need to move those instanced objects to new levels.

Anytime I select a set of instanced objects, then attempted to ‘move selected actors to level’, the actors disappear as soon as they are placed in that new level. I’ve found that if I save the level(s), and then reopen the entire map (_P), the copied/moved instances will ‘reappear’. I’ve tested this in a giant map with thousands of objects.

-This issue also occurs if you attempt to copy and paste the actual instanced assets (using ctrl c,v into the new level).

I have also tested in a simple 2 level set up test.
Create a level, create a new sub level.
Place 5 of the exact same objects in one of the levels/maps.
Using the instancing tool, create instances of those 5 objects.
Select them and move them to a new level.
Watch them disappear.
Save both levels.
Reload all.
Instances appear to be in correct levels now.

TY,
Orangewhip

4.26 and it’s still broken. if you add the component this way and move the actor the component disappears.

And it’s also still broken in 4.27. Judging from the warning in the editor when selecting one of these, it looks like it thinks that components created by editor utilities are seen the same as ones created by construction scripts. I wonder if we need to create a node that sets bCreatedByConstructionScript to false to be able to work around it automatically destroying created components.