Instanced Static Meshes in Blueprints collision translates incorrectly

Hi enchorage,

This bug is still under assessment by the development staff. I do not have a timeframe of when a fix will be implemented.

Ok thanks!

Hi guys, i have found workaround somewhere on forums, u can disable component collision before moving it and enable collisions right after. It works like a charm and do not cause any significant performance issues

EDIT: i am using small amount of instances right now so it may not be usable for all use cases :wink:

The workaround doesnt seem to work for me. This seriously is a crazy bug to still be in after such a long time!
For me it happens when opening a door. Wasted two days trying to get a workaround now. Guess i will start working on other parts of this project and hope it gets resolved soon…

Still not working in the new 4.12 update :frowning:

I solved my problem today! The problem was that i did not use “Complex Collision as Simple” for the original Static Mesh and i did all the collision settings in the Blueprint Actor of the Door.

What i did now was to setup everything in the original static mesh of the door and used the Default Settings in the Blueprint actor. That solved the issue for me!