In 4.17 there was some modifications for InstancedStaticMeshComponent. This did break our custom dynamic foliage spawner. It seems to impossible to now initialize batch of data to gpu.
In 4.16 I could just simply do it like this. Which worked like charm. But in 4.17 this causes crash.
instanced->ReleasePerInstanceRenderData();
instanced->MarkRenderStateDirty();
So I figured new way to do this but the function that need to be called is in InstancedStaticMesh.h which is in private folder and I can’t include it.
instanced->PerInstanceRenderData->UpdateInstanceData(instanced, 0, num, false);
Compile error and simplified example is here: