I have this code here:
int32 hismCount = TileMeshInstances.Num();
FString hismName = FString::Printf(TEXT("TileMeshInstance_%d"), hismCount);
UHierarchicalInstancedStaticMeshComponent* hism = NewObject<UHierarchicalInstancedStaticMeshComponent>(this, UHierarchicalInstancedStaticMeshComponent::StaticClass(), *hismName);
hism->RegisterComponent();
hism->AttachTo(this->GetRootComponent());
hism->SetRelativeLocation(FVector(0, 0, 0));
//hism->SetWorldLocation(this->GetActorLocation());
hism->SetStaticMesh(tileMesh);
UE_LOG(LogTemp, Display, TEXT("Using transform for instance: %s"), *tile->Transform.ToString());
hism->AddInstance(tile->Transform);
TileMeshInstances.Add(tileMesh, hism);
I want the created Hierarchical Instanced Static Mesh component (HISM) to be at 0,0,0 relative to the parent class, but not matter what I do it always ends up at 0,0,0 in World space.