Unreal Engine Hierarchical Instanced Static Mesh (HISM)


I’m having an issue with HISM instance indexing
I spawn multiple coin instances in BeginPlay using predefined transforms. However, when collecting a coin, the system always removes the instance at index 0, regardless of which coin was actually hit

It appears that I’m not correctly retrieving the Hit Item (instance index) from the trace or overlap result. As a result, I’m unable to pass the correct index into an integer variable to remove the intended instance

Other Body Index or Sweep result hit item always is -1 index