Unwanted seams visible in Instanced Static Meshes

Hey ApoorvaJ,

There is actually an option within the Static Mesh editor ‘Recompute Normals’ just in case you might have overlooked that. On another note, I have been attempting to reproduce your blueprint and have double-checked, but the ‘ForEachLoop’ node is not compiling correctly so I am unable to test your exact approach.

That being said, I have tested this with three different approaches and all return the same results. I am not seeing the same seams you are seeing so I am guessing you might not be setting your scene up correctly for the fully dynamic lighting. Be sure you have a ‘Skylight’ as well as your ‘Directional Light’ sources set to ‘Movable’. You can also go into your project settings within the rendering section and uncheck the box that says ‘Allow Static Lighting.’ Another safeguard to make sure you are not using lightmaps, is to open your ‘World Settings’ and under the ‘Lightmass’ section, check ‘Force No Precomputed Lighting.’

After you have done this, rebuild to see if your results change. I will show you how I set up my scene up and my results with instanced static meshes.

Construction Script Approach

Since your mesh is 200 units wide, I set the positions of the next mesh relative to that value to make sure they were touching, but not overlapping.

Blueprint Viewport Approach

Here I hard added the extra meshes and used the same relative locations to place the instanced meshes.

Original Static Meshes

Here I took three of the static meshes and simply connected them at the ends.

Final Results

The section on the left are the original static meshes grouped together. The other two are the instanced static mesh versions using the approaches mentioned. As you can see I am not getting the same results as you, so maybe this could be something to do with how you are spawning/creating your instanced meshes.

Let me know after you have tried some of the suggestions mentioned and still think this is a bug. Another quick note taken directly from the documentation. In case you were using the ‘Generate Mesh Distance Fields’ approach, Non-uniformly scaled instanced static meshes cannot be handled correctly.

Regards,