Material Instance Behaving Different in Blueprint (Material does not Adapt to Scaling)

Hi there!
I’m trying to spawn a series of terrain meshes with different sizes but somehow the material instance I’m using works different when using instanced static mesh components.

I’m using a material which can adapt to any kind of surface, like that there is no stretching and no ugly spots when playing around with the scale of the mesh that uses the material.

On the left: Instanced Static Mesh Component (see script below).
On the right: Static Mesh dragged into the world.

Both are the same mesh, both have the same material instance attached to them and both have been scaled up by 2 on the z axis. Despite it all being the same, the material instance seems to have lost its capability to adapt to the scaling of the Instanced Static Mesh Component. I suppose this is a bug.

Does anyone know a workaround for this problem?
Will it be fixed sometime?

Thanks a lot for your help!

Hi Gull,

Thank you for submitting a bug report. I have reproduced this issue and logged a report for it here:

You can track the report’s status as the issue is reviewed by our development staff.
Also just a side note, this report seems related. You can’t see the developer comments, but they mention"…the instance transforms were changed to half precision. During conversion of matrix basis vectors from float to FFloat16 we lose precision and length of basis vectors may change, so instance scaling will be different."

Hope that helps!

Ed Burgess

Thanks, I’m glad I could help find this bug. Hopefully this gets fixed soon, it would be an incredibly useful feature to quickly create more variety when using instanced static mesh components!