# Instanced static mesh - sweep result hit item result returning "-1" in UE 5.3

**URL:** <https://forums.unrealengine.com/t/instanced-static-mesh-sweep-result-hit-item-result-returning-1-in-ue-5-3/1309203>\
**Category:** Issues and Bug Reporting\
**Tags:** instance, overlap, overlap-actors, unreal-engine, Instanced-Mesh, bug-report, staticmesh, question, overlap-event\
**Created:** [September 23, 2023, 3:18pm UTC](https://forums.unrealengine.com/t/instanced-static-mesh-sweep-result-hit-item-result-returning-1-in-ue-5-3/1309203 "2023-09-23T15:18:43Z")\
**Posts on this page:** 1\
**Showing post:** 3

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**Author:** ![SireRagnarok](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SireRagnarok](https://forums.unrealengine.com/u/SireRagnarok)\
**Post date:** [January 19, 2024, 6:44pm UTC](https://forums.unrealengine.com/t/instanced-static-mesh-sweep-result-hit-item-result-returning-1-in-ue-5-3/1309203/3 "2024-01-19T18:44:01Z")

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After encountering two other posts (linked below), I have found a work around with approaching things from the other side. I.e., instead of having the instanced static mesh detect the index and remove itself, I have the overlapping actor detect the index and tell the ISM to remove it. Apparently, the overlapped actor gets the correct index, just the ISM itself does not. This seems silly to me, but I don’t know what else to do.

> [@Get overlapping index of Hierarchical instanced static mesh](https://forums.unrealengine.com/t/get-overlapping-index-of-hierarchical-instanced-static-mesh/461890/7):
>
> for anyone might have same mistake like me, the overlap event should be in another component, not in instance component. well it was obvious one but just in the case there are someone like me haha.

> [@Get index of collided instanced static mesh](https://forums.unrealengine.com/t/get-index-of-collided-instanced-static-mesh/466536/11):
>
> The problem is that my wall should decide what to do with a brick which was hit by a gun projectile. But it’s like I said, the projectile knows the correct index What exactly is stopping you from propagating the data from the projectile to the wall actor?

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