Motion Design Cloner's "Mesh" Layout fails in UE 5.6 (Worked in 5.4)

I’m encountering a critical issue with the Motion Design Cloner in Unreal Engine 5.6. The “Mesh” layout mode is not working as expected. I have a setup that worked perfectly in UE 5.4, but in 5.6, the cloned objects simply stack at the cloner’s origin instead of distributing across the surface of the target mesh.

My Setup:

  1. I have a Cloner Actor in the scene.

  2. I have one or more Static Mesh Actors placed as children of the Cloner in the World Outliner. This is my source for cloning.

  3. In the Cloner’s Details panel, the Layout is set to Mesh .

  4. The Sample Actor is correctly assigned to a target StaticMeshActor in the scene.

Expected Result (and how it works in 5.4):
The child objects of the Cloner should be duplicated and distributed across the surface of the assigned Sample Actor.

Actual Result in 5.6:
The cloned objects are all created at the Cloner’s own transform origin and are not distributed onto the Sample Actor at all.

Troubleshooting Steps I’ve Already Taken:

  • Verified Sample Actor: The Sample Actor is correctly assigned.

  • Allow CPU Access: I have opened the target static mesh and enabled “Allow CPU Access” .

  • Disabled Nanite: I have confirmed that Nanite is disabled on the target static mesh.

  • Rebuilt the Setup: I have tried deleting and recreating the Cloner and its hierarchy from scratch.

  • Tested with Simple Geometry: The issue persists even when using a brand new, default Cube as the Sample Actor.

  • Changed Distribution Method: Switching the “Distribution” mode (e.g., from Triangle to Vertex) has no effect.

Since this exact workflow and setup functions correctly in UE 5.4, this strongly suggests a version-specific bug in UE 5.6. Has anyone else experienced this? Is there a known workaround for this version?

Thank you for your time and help. I will attach screenshots below to illustrate my setup and the issue.

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