Instanced Static Meshes causing STRANGE Product Killing Behavior

Hey Guys! Have a couple of gripes with Instanced Static Meshes and VR dev right now.

For one, instanced static meshes will split rendering between eyes when PIE in VR.

This is annoying, however it’s been like this for about 3+ versions now. I don’t know if anyone knows about this, but it’s a huge problem.

Scaling instances of an ISM will cause insane behavior in a packaged build for Quest

You can see above, very close to the Welding Torch is the proper mesh. The geometry shooting towards the camera is after the “scaling” occurs on the instance. This works fine in editor, it worked fine in previous Unreal Engine Versions, but when we upgraded to 5.4 this completely broke.

In fact, here’s a video !

Fun Fact : The Niagara System we built also broke completely from 5.4, it worked like a charm and looked phenomenal! You can see it here poking out between the gigantic horrors unfolding before the user’s eyes.

So, I hope that someone is looking at this because these engine updates are causing serious issues. This normally would’ve been fine, if meta’s v74 update wasn’t causing all of our Unreal 5.1 apps to crash 100% of the time on startup.

Our company is experiencing tens of thousands of dollars of damages because of this, it’s very frustrating trying to make this work when the floor drops out from under you