InstancedStaticMesh GetInstanceTransform returning bad value

Hello. I have a very peculiar issue. I’m using a line trace to get the index of an instanced static mesh and return the world coordinates. What’s strange is that it returns x and y fine, but z is always the same value which appears to be the floating point limit. I’m not sure why this is as my instanced static mesh is not far from the origin, it definitely seems to be an issue with the engine. I’ve ticked ‘world space’ to no avail. If anyone has any recommendations I would greatly appreciate it.

So it had to do with the order that the information was being called. Not sure if Unreal does a hand wavy thing where it just moves instanced static meshes until it’s garbage collected but I was able to fix this by storing the transformation immediately after breaking the hit.