Problem with gaps between hierarchical instanced static meshes

Hello

I am experimenting with landscape from static meshes. First I create it from static mesh actors and then using the widget utility I convert it to one actor with static mesh HISM components… but for some reason, gaps appear between instances. I do not understand how this is possible - i just take actor transform and use “add instance world space” (Before conversion to instances, there are no gaps between the actors). Maybe someone knows what could be the problem?

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This is probably related to the precision issue with HISM. Here’s a bug report I filed last year: Unreal Engine Issues and Bug Tracker (UE-81897)

There are numerous other related bug reports about strange HISM offsets that seem related to precision inaccuracy.

Yes … the instances are slightly reduced in size - it looks like I have to increase the size a little by 1.00065. This is a pretty bad decision, but the cracks are no longer visible.

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