# Update Instance Transform sets rotation to 0/0/0

**URL:** <https://forums.unrealengine.com/t/update-instance-transform-sets-rotation-to-0-0-0/303904>\
**Category:** Community & Industry Discussion\
**Tags:** rotation, not-working, instance, unreal-engine, Instanced-Mesh, bug-report, question\
**Created:** [January 14, 2015, 1:23pm UTC](https://forums.unrealengine.com/t/update-instance-transform-sets-rotation-to-0-0-0/303904 "2015-01-14T13:23:43Z")\
**Posts on this page:** 1\
**Showing post:** 11

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**Author:** ![TJ\_V](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tj_v/32/1008648_2.png) [@TJ\_V](https://forums.unrealengine.com/u/TJ_V)\
**Post date:** [January 15, 2015, 10:38pm UTC](https://forums.unrealengine.com/t/update-instance-transform-sets-rotation-to-0-0-0/303904/11 "2015-01-15T22:38:30Z")

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There is definitely some kind of instancing error happening. When the second LTransform is set, the rotation should not be effected.

I did notice that changing the GrowState values to larger increments made the rotation stay the same. This maybe something that you would want to test further

Default value: 10

Add amount: 1

Less than: 100

I don’t know the exact cause but I believe it is because the ForLoop is handling so much data that things are getting crossed. You may want to think about making the LTransform into it’s own array and/or handling the Scale value separately.

Take a look at this tutorial that one of our technicians made. It has a Grass Growing section this is very similar to what you are doing here.

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