I used the node “Remove Instance” to delete a static mesh instance from an InstancedFoliageActor. It works in editor but it doesn’t work on Cooked Game. I tried to setting true “UseDynamicInstanceBuffer” and “KeepInstanceBufferCPUAccess” in a FoliageInstancedStaticMeshComponent parent but it didn’t do anything.
I had the same issue. I solved it by creating a blueprint based on FoliageInstancedStaticMeshComponent setting
KeepInstanceBufferCPUAccess and UseDynamicInstanceBuffer both to true, I then set my foliage type’s component class to the blueprint.
Yeah, that works! Thank you very much!
Anyway, I’m gonna investigate more about why it doesn’t work in c++.
Thanks mate.
Great, happy to help!