Hello,
We have been trying to randomise the textures assigned to instanced static meshes. This works fine when run in editor, and when packaged for Win64. However, when packaged for Android, every mesh is assigned the same texture.
We have recreated this in a blank project as well, with a material using a PerInstanceRandom node to switch between a number of random Engine Content textures.
Does anyone know what would be causing this, is it deliberate or a byproduct of something? Or do we have to use a separate method for Android?