Remove Instance (Foliage) - crash dedicated server

Hi!

We find bug in HierarchicalInstancedStaticMesh.cpp
This bug only on dedicate server!
Function BuildTreeAsync() is not work, this fixes:

HierarchicalInstancedStaticMesh.cpp
void UHierarchicalInstancedStaticMeshComponent::BuildTreeAsync()
{
 bool bMeshIsValid =
  // make sure we have instances
  PerInstanceSMData.Num() > 0 &&
  // make sure we have an actual staticmesh
  GetStaticMesh() &&
  GetStaticMesh()->HasValidRenderData() &&
  // You really can't use hardware instancing on the consoles with multiple elements because they share the same index buffer. 
  // @todo: Level error or something to let LDs know this
  1;//GetStaticMesh()->LODModels(0).Elements.Num() == 1;
  
  .
  .
  .
  .
}
  
  
"GetStaticMesh()->HasValidRenderData()" on dedicated server random return false

this my small fix for dedicated servers:

 // Verify that the mesh is valid before using it.
 bool bMeshIsValid =
  // make sure we have instances
  PerInstanceSMData.Num() > 0 &&
  // make sure we have an actual staticmesh
  GetStaticMesh() &&
  GetStaticMesh()->HasValidRenderData() &&
  // You really can't use hardware instancing on the consoles with multiple elements because they share the same index buffer. 
  // @todo: Level error or something to let LDs know this
  1;//GetStaticMesh()->LODModels(0).Elements.Num() == 1;

 if (GetNetMode() == NM_DedicatedServer)
 {
  bMeshIsValid =
   // make sure we have instances
   PerInstanceSMData.Num() > 0 &&
   // make sure we have an actual staticmesh
   GetStaticMesh() &&
   // You really can't use hardware instancing on the consoles with multiple elements because they share the same index buffer. 
   // @todo: Level error or something to let LDs know this
   1;
 }