Thank you for the report. I was able to reproduce this behavior and I’ve created JIRA UE-41366 and our developers will be investigating further. Follow that link to monitor the status of the bug report.
As a workaround; do you need to use instanced meshes for what you are doing? You look to be using this blueprint setup to create randomized Static Meshes through the Merge Actor tool. If this is the case, you can use Add Static Mesh Components instead and this issue doesn’t occur.
I know they aren’t as performant but if you are only using this as an editor tool to create Static Meshes, then it shouldn’t be to bad unless you are creating a really large amount of components.
Was just taking a look at the JIRA ticket and it seems that it was dispositioned as “by design.” Can you comment on why this is the designed behavior? Seems counterintuitive to me, and makes it harder for those like me who have blueprints to create final meshes but leave them in the world during design in case we want to make tweaks down the line.
This is because the current instance static mesh components are not supported in the HLOD / merge actor system by design. However, we are working on another feature that may address this in the future.
Was there ever an update on this? You can combine them in a PLI but it would be a lot cleaner if you could simply combine multiple ISMAs into one parent actor with multiple ISM components. I’m trying to reduce actor count with procedurally instanced meshes.