# Instanced Static Meshes in Blueprints collision translates incorrectly

**URL:** <https://forums.unrealengine.com/t/instanced-static-meshes-in-blueprints-collision-translates-incorrectly/314083>\
**Category:** Asset Creation\
**Tags:** unreal-engine, Instanced-Mesh, question\
**Created:** [April 6, 2015, 9:54pm UTC](https://forums.unrealengine.com/t/instanced-static-meshes-in-blueprints-collision-translates-incorrectly/314083 "2015-04-06T21:54:42Z")\
**Posts on this page:** 20\
**Page:** 1

<div class="post-metadata">

**Author:** ![anonymous\_user\_74aa6a23](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_74aa6a23](https://forums.unrealengine.com/u/anonymous_user_74aa6a23)\
**Post date:** [April 6, 2015, 9:54pm UTC](https://forums.unrealengine.com/t/instanced-static-meshes-in-blueprints-collision-translates-incorrectly/314083/1 "2015-04-06T21:54:42Z")

</div>

If you create a blueprint with an instanced static mesh. Spawn it in the world. And then translate it after it has spawned, it’s collision will not have moved even though the visible mesh will have moved.

I first produced this using the Top Down Sci Fi Asset Set. I can reproduce this in a new project.

This is causing issues for us as our map generation system relies on moving blueprint tiles after it has spawned.

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_b9532c9a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9532c9a](https://forums.unrealengine.com/u/anonymous_user_b9532c9a)\
**Post date:** [April 8, 2015, 3:17pm UTC](https://forums.unrealengine.com/t/instanced-static-meshes-in-blueprints-collision-translates-incorrectly/314083/2 "2015-04-08T15:17:06Z")

</div>

HI Deepfried,

Can you show me your blueprint setup?

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_74aa6a23](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_74aa6a23](https://forums.unrealengine.com/u/anonymous_user_74aa6a23)\
**Post date:** [April 8, 2015, 7:15pm UTC](https://forums.unrealengine.com/t/instanced-static-meshes-in-blueprints-collision-translates-incorrectly/314083/3 "2015-04-08T19:15:18Z")

</div>

I used the third person blueprint default. I imported the top down sci fi asset bundle. Deleted all the obstacles and floor and moved the player start to just above the origin:

 ![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/4/7/3/473cea7ea73e05de874ff284edaaeb040550b517.jpeg)  
Created this blueprint:  
 ![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/f/8/5f8213a2ba7b7b7aca69e570823451887de88e06.jpeg)  
And then put this in the level blueprint:  
 ![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/7/2/5720aa707a7003206552ce0f4d02197aee5801c5.png)  
And then when I run I get this:

[![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/a/e/9/ae91a8dd4295012c25c6c7ff30f8c9e2694b67ce.jpeg "InstancedBug") ](https://www.youtube.com/watch?v=FEVdCMHW1P8)

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_b9532c9a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9532c9a](https://forums.unrealengine.com/u/anonymous_user_b9532c9a)\
**Post date:** [April 8, 2015, 9:15pm UTC](https://forums.unrealengine.com/t/instanced-static-meshes-in-blueprints-collision-translates-incorrectly/314083/4 "2015-04-08T21:15:59Z")

</div>

Does this only occur with the sci fi assets or is it any asset that you utilize?

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_74aa6a23](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_74aa6a23](https://forums.unrealengine.com/u/anonymous_user_74aa6a23)\
**Post date:** [April 8, 2015, 10:31pm UTC](https://forums.unrealengine.com/t/instanced-static-meshes-in-blueprints-collision-translates-incorrectly/314083/5 "2015-04-08T22:31:12Z")

</div>

I made a new 3rd person with the starter content and used the Shape\_Cube. The same effect happened. I also noticed another bug:  
If I set the instancedStaticMesh scale under _A_ here:

 ![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/1/3/5/135fdc228728e7e5a71f2cb1625a4049887cc4f6.png)  
Then it changes the scale in the blueprint viewport, however when you run the scale has not been changed. You have to set the scale on each individual instance in the array (B).

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_b9532c9a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9532c9a](https://forums.unrealengine.com/u/anonymous_user_b9532c9a)\
**Post date:** [April 9, 2015, 3:45pm UTC](https://forums.unrealengine.com/t/instanced-static-meshes-in-blueprints-collision-translates-incorrectly/314083/6 "2015-04-09T15:45:20Z")

</div>

Are your meshes set to static or movable?

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_74aa6a23](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_74aa6a23](https://forums.unrealengine.com/u/anonymous_user_74aa6a23)\
**Post date:** [April 9, 2015, 4:13pm UTC](https://forums.unrealengine.com/t/instanced-static-meshes-in-blueprints-collision-translates-incorrectly/314083/7 "2015-04-09T16:13:11Z")

</div>

As in the picture they are set to movable.

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_b9532c9a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9532c9a](https://forums.unrealengine.com/u/anonymous_user_b9532c9a)\
**Post date:** [April 9, 2015, 7:54pm UTC](https://forums.unrealengine.com/t/instanced-static-meshes-in-blueprints-collision-translates-incorrectly/314083/8 "2015-04-09T19:54:02Z")

</div>

Do you see the same results if you set the object with your make transform?

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_74aa6a23](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_74aa6a23](https://forums.unrealengine.com/u/anonymous_user_74aa6a23)\
**Post date:** [April 9, 2015, 8:41pm UTC](https://forums.unrealengine.com/t/instanced-static-meshes-in-blueprints-collision-translates-incorrectly/314083/9 "2015-04-09T20:41:08Z")

</div>

If you mean if I set the initial spawn location, it can spawn anywhere correctly, its any translation after spawning (using set actor location, or set actor transform) that causes it to disconnect display from collision.

Even moving it in editor causes it to move without its collision.

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_b9532c9a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9532c9a](https://forums.unrealengine.com/u/anonymous_user_b9532c9a)\
**Post date:** [April 10, 2015, 5:23pm UTC](https://forums.unrealengine.com/t/instanced-static-meshes-in-blueprints-collision-translates-incorrectly/314083/10 "2015-04-10T17:23:21Z")

</div>

Hi Deepfried,

I was able to reproduce this and have entered a bug report, UE-13673 to be assessed by the development staff.

---

<div class="post-metadata">

**Author:** ![HuntaKiller](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@HuntaKiller](https://forums.unrealengine.com/u/HuntaKiller)\
**Post date:** [May 6, 2015, 9:04am UTC](https://forums.unrealengine.com/t/instanced-static-meshes-in-blueprints-collision-translates-incorrectly/314083/11 "2015-05-06T09:04:33Z")

</div>

that’s the second bug that’s a big thorn in my side. Really hope they’re addressed next patch 🙂

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_94ed2ecc](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_94ed2ecc](https://forums.unrealengine.com/u/anonymous_user_94ed2ecc)\
**Post date:** [July 18, 2015, 6:31pm UTC](https://forums.unrealengine.com/t/instanced-static-meshes-in-blueprints-collision-translates-incorrectly/314083/12 "2015-07-18T18:31:28Z")

</div>

Wish I had searched for this a bit more before spending 10 hours on this 😑

Going to watch that bug report, it’s make or break for my project.

---

<div class="post-metadata">

**Author:** ![wilberolive](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@wilberolive](https://forums.unrealengine.com/u/wilberolive)\
**Post date:** [December 22, 2015, 8:12pm UTC](https://forums.unrealengine.com/t/instanced-static-meshes-in-blueprints-collision-translates-incorrectly/314083/13 "2015-12-22T20:12:42Z")

</div>

Did this get fixed yet?

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_b9532c9a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9532c9a](https://forums.unrealengine.com/u/anonymous_user_b9532c9a)\
**Post date:** [December 22, 2015, 8:17pm UTC](https://forums.unrealengine.com/t/instanced-static-meshes-in-blueprints-collision-translates-incorrectly/314083/14 "2015-12-22T20:17:00Z")

</div>

Hi ,

Unfortunately this report is still under assessment. I do not have a timeframe of when a fix will be implemented.

---

<div class="post-metadata">

**Author:** ![HuntaKiller](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@HuntaKiller](https://forums.unrealengine.com/u/HuntaKiller)\
**Post date:** [January 20, 2016, 7:02am UTC](https://forums.unrealengine.com/t/instanced-static-meshes-in-blueprints-collision-translates-incorrectly/314083/15 "2016-01-20T07:02:28Z")

</div>

Priority upgrade please

---

<div class="post-metadata">

**Author:** ![John\_Alcatraz](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@John\_Alcatraz](https://forums.unrealengine.com/u/John_Alcatraz)\
**Post date:** [February 22, 2016, 9:19pm UTC](https://forums.unrealengine.com/t/instanced-static-meshes-in-blueprints-collision-translates-incorrectly/314083/16 "2016-02-22T21:19:58Z")

</div>

Oh, please fix this! I need this in 4.11.

---

<div class="post-metadata">

**Author:** ![John\_Alcatraz](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@John\_Alcatraz](https://forums.unrealengine.com/u/John_Alcatraz)\
**Post date:** [February 22, 2016, 9:21pm UTC](https://forums.unrealengine.com/t/instanced-static-meshes-in-blueprints-collision-translates-incorrectly/314083/17 "2016-02-22T21:21:19Z")

</div>

Does anyone here have something like a workaround to make the ISMC update the collision correctly?

---

<div class="post-metadata">

**Author:** ![HuntaKiller](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@HuntaKiller](https://forums.unrealengine.com/u/HuntaKiller)\
**Post date:** [February 22, 2016, 9:38pm UTC](https://forums.unrealengine.com/t/instanced-static-meshes-in-blueprints-collision-translates-incorrectly/314083/18 "2016-02-22T21:38:19Z")

</div>

yes, you put the mesh where it needs to be, then delete it and create a new mesh at that location without translating it

---

<div class="post-metadata">

**Author:** ![JmDevTx](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@JmDevTx](https://forums.unrealengine.com/u/JmDevTx)\
**Post date:** [February 22, 2016, 11:45pm UTC](https://forums.unrealengine.com/t/instanced-static-meshes-in-blueprints-collision-translates-incorrectly/314083/19 "2016-02-22T23:45:30Z")

</div>

Looks like there are no real workarounds, as all of them demolish performance. I’d like to bump up the interest in this.

---

<div class="post-metadata">

**Author:** ![anon51169741](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anon51169741](https://forums.unrealengine.com/u/anon51169741)\
**Post date:** [March 30, 2016, 3:37pm UTC](https://forums.unrealengine.com/t/instanced-static-meshes-in-blueprints-collision-translates-incorrectly/314083/20 "2016-03-30T15:37:56Z")

</div>

Hi! Do you have any news?

[Next page](https://forums.unrealengine.com/t/instanced-static-meshes-in-blueprints-collision-translates-incorrectly/314083.md?page=2)
