Updating Actors Static Mesh Independently

Hello everyone, I am trying to update the mesh of each actor from a class independently. I have a crop system but each time I update a new crop that has been placed it updates the original instead or vice versa. So, when I set a new seed in either crop plot it resets the one that was already in progress. I tried also destroying the actor and creating a new actor with the new mesh, on a timer, but I know that is messy, but regardless, it didn’t work. What am I missing? I know it’s something simple; I just can’t put my finger on it.

Please note that this actor is a child actor purely for interaction purposes and nothing else.

For clarity…

You have a child actor class that when you try to update independently it updates the parent class?


You need to directly reference the child actor “instance” that’s placed in world.

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Hello and thank you for your response. To add context, the parent actor is only for interreact purposes. The child actor is the crop plot itself, which is where I am making the updates.

I was thinking that the instance is where I should be making the update, I just don’t know how to set the target of the mesh update to the instance. I tried making an array, which can hold the information of each instance through the index but how would I update the instance?