Wishlist: Add spline CS feature to Instanced SM

Spline component have the feature to override the construction script and input it’s spline points to the construction script. I have a wish/feature request to add the same options in the instanced static mesh component. See the attached image…

Hey TYRENS-Jonas,

Thanks for submitting a feature request. Since It isn’t always immediately obvious how something would be useful, we like to pass along a use case or scenario about where this would be helpful. So I have a couple questions I would like to ask you

  1. What purpose would this feature serve for the users of the Engine?
  2. Could you provide an example where a project would benefit from this addition?

This information will help me build a case for why this feature should be implemented.

Thanks

Of course… (Sorry for my bad english)

  1. It will allow the user to populate a Hierarchical Static Mesh / Instanced Static Mesh component within the editor instead of having to store the transforms for each instance in an array and then recreate the instance collection each time the blueprint is changed. Specially if you have a greater number of objects.

I found the “input spline points to construction script” resolving this for the splines and it would be working for the Hierarchical Static Mesh component too.

  1. As we are using real world data we import large numbers of trees with exact positions. This would allow us to populate the world with total control over the trees. More or less anything that can’t be painted out (due to exact locations) but are in great numbers a feature like this would suit the Hierarchical Static Mesh perfectly.

Did that make more sense? Don’t hesitate to ask further if you want more information… :slight_smile:

We are using a blutility event to populate a spline with points and it works like charm. But it became more complex when I redid the same thing for a Hierarchical Static Mesh since I then had to create the rebuild functions my self…