Using “Update Instance Transform” (Mark Render Slate Dirty checked) with a Timeline Tick to move the instances works well: the instances will move to where I choose.
However, the collisions remain in the position where they were initially constructed, but is suppose to move WITH the instances. The instances move, the collisions are left behind.
I’ve read about this issue from posts dated 2014, but still persists now in 2017?
I’ve tried a number of “workarounds” such as disabling the collisions before updating the transforms, then re-enabling them afterwords. I’ve tried doing the same thing again, but this time disabling then immediately enabling. I’ve tried using “Complex as Simple” for all the meshes, and “Simple as Complex” for all the meshes, but nothing seems to get the instances to move with their collision.
Blueprint Steps to Reproduce:
(Construction Script)
1 - Add Instanced Static Mesh
2 - Set the Mesh to one with a collision
(Event Graph)
3 - Add an Instance
4 - Connect to a 1 second Timeline that has a Vector Z track with 2 keyframes, 1 = 0.0Time, 0.0Value, 2 = 1.0Time, 10.0Value.
5 - Update Instance Transform (Mark Render Slate Dirty), split the transform, and connect the Z track to the New Instance Transform Location.
6 - Create a box collision component or a line trace that can check the overlapping instanced mesh to see what’s inside by using a print string.
Basically trying to get the newly created instance to move during “Play”. What you’ll notice is the collision gets left behind, even though the instance has moved.
(Sorry for my poor UE4 / Programming terminology, still a rookie!)