Unexpected behaviour when adding gameplay tag to instanced static mesh

I have a variable, “UID” that I am incrementing each time I spawn an instanced static mesh. I’m saving it into an array along with other relevant data about the object, and I am also storing it in the gameplay component tag of the specific item I am spawning so that I can use it to maintain an association between the stored data and the instanced mesh.

I am having this weird bug however, where the array is storing the correct value, but the tag only ever stores the default value of my “UID” Variable. Is there some limitation with instanced static meshes which doesn’t allow them to have unique gameplay tags? It’s almost acting like each instance just duplicates whatever is getting stored in the first instance only.

Hi Hyperloop,

Currently, Instanced Static Meshes will not have unique tags. The root mesh that they are based off of will be the only mesh to get one.

We understand that this option could be handy to have in certain situations though, so this is something our developers are looking into and it may be implemented in a future build.

Thanks,
TJ

Thank you for the reply, that sheds some light on it! I definitely agree that some strategy for uniquely identifying Instanced Static Meshes on a per-instance basis within the editor will be extremely handy, I’m really happy to hear that you guys are looking at this.

you guys rock!