# SetActorLocation not updating collisions for UInstancedStaticMeshComponent?

**URL:** <https://forums.unrealengine.com/t/setactorlocation-not-updating-collisions-for-uinstancedstaticmeshcomponent/318911>\
**Category:** World Creation\
**Tags:** actor-location, unreal-engine, Instanced-Mesh, Collision, question\
**Created:** [May 17, 2015, 5:41pm UTC](https://forums.unrealengine.com/t/setactorlocation-not-updating-collisions-for-uinstancedstaticmeshcomponent/318911 "2015-05-17T17:41:07Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![uced](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@uced](https://forums.unrealengine.com/u/uced)\
**Post date:** [May 17, 2015, 5:41pm UTC](https://forums.unrealengine.com/t/setactorlocation-not-updating-collisions-for-uinstancedstaticmeshcomponent/318911/1 "2015-05-17T17:41:07Z")

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Hey everyone,

* * *

This is a duplicate of the question asked here which didn’t get any answer while it seems to be a real problem:

> **[SetActorLocation not updating collisions for UInstancedStaticMeshComponent ?](https://forums.unrealengine.com/questions/214024/setactorlocation-not-updating-collisions-for-uinst.html)**
>
> Hey everyone, I am trying to teleport an actor containing only a scene (root component) and UInstancedStaticMeshComponent. When using the SetActorLocation on this actor, the visible part is moved, but not the collision part. To illustrate the...

It looks like other people had the same problem, so i’m trying the bug section here.

* * *

I am trying to teleport an actor containing only a scene (root component) and UInstancedStaticMeshComponent.

When using the SetActorLocation on this actor, the visible part is moved, but not the collision part.

To illustrate the problem, i used this scenario to obtain the following picture.

- create a 3D map on the right
- throw some dice on the map
- move the map on the left with  
SetActorLocation(NewLocation)

 ![39218-instancedmeshcollissionproblem.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/d/7/6/d761cf912c78e23fdf80269edc03d6197350b385.png)

Every part of the 3D map on the left is an instanced static mesh component.

As you can see, the map seems to have been moved, but the collisions remain on the right.

If i throw some new dice on the left, they go through the visible map like it’s not there.

So i am in the current situation:

- new location: visible actor but no collisions
- old location: invisible actor with collisions

It all happens on the server, so in principle it’s not a replication problem.

Any idea how i can fix that ?

Thanks

Cedric

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**Author:** ![TJ\_V](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tj_v/32/1008648_2.png) [@TJ\_V](https://forums.unrealengine.com/u/TJ_V)\
**Post date:** [May 18, 2015, 4:38pm UTC](https://forums.unrealengine.com/t/setactorlocation-not-updating-collisions-for-uinstancedstaticmeshcomponent/318911/2 "2015-05-18T16:38:18Z")

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Hi uced,

We noticed that this is a duplicate post of this question: [SetActorLocation not updating collisions for UInstancedStaticMeshComponent? - World Creation - Epic Developer Community Forums](https://answers.unrealengine.com/questions/214024/setactorlocation-not-updating-collisions-for-uinst.html)

We will be closing this post in order to focus the discussion in one place.

Thanks,

TJ
