Instanced Static Mesh Bug

When setting the scale of an instanced static mesh to a negative value, it “turns inside out”.

This doesn’t happen with static meshes.

I’ve attached a small demo showing what happens.

Can you confirm?

29499-desktop_02.gif

Hi

Not sure what version you are using, but I have had widgets turn inside out when scaling in world setting.

So like me you can scale in to the negatives?

I will go one up.

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4.6

I’m using the standard 400x400 floor SM in this.

Look at my link, if you texture it may look a lot different.

It is textured, just with a flat material. nothing fancy

Actually, yours look right. It’s a plane. And when you give it a negative scale, it mirrors.
Mine does not mirror.

I have a vague feeling that the 400x400 has very few vertexes. I had a major issue with using it with splines as it would not bend.

Try it with a BSP made to the same size and see it is replicates.

I tried the same and I can not replicate it.

You’re using the static mesh.

There’s a difference between a static mesh and an instanced static mesh.

Instanced static meshes are less flexible, but gives you much higher performance.

You can create an instanced static mesh and put it in the world in Blueprints.

Not sure how to explain the difference, but it is huge

All I did was get the 400x400 floor and put a texture on it.

Yes, and that is not an instanced static mesh

Sorry, miss understood you when you said:: “I’m using the standard 400x400 floor SM in this.”

My bad.

You can use that mesh in two ways… the way you are using it… as a normal static mesh or… you can “instance it”(for example via a Blueprint). When doing that you gain performance. You can have thousands of them in your world with little performance hit.

There is a BIG difference between the two methods.

Hi ,

I attempted to recreate this on my end but did not have any success with instanced meshes. Can you show me how you are drawing the instanced meshes? Perhaps I can see what is specifically occurring.

Hi ,

We have not heard from you in a few days. I am marking this as answered for tracking purposes. If you are still experiencing this error, please comment with the requested information.

Hi ,
The error still appears. We have the issue, that if we want to convert a group of the same assets into instanced mesh actors, all negative scaled assets get fliped normals. The only workaround for us would be to import mirrored versions of all of our existing assets and replace them with the negative scaled ones. But this doesnt sound smart to me at all. SO is there any chance to get this fixed?

Thanks in advance

I will test it again when I get a chance. Sorry I didn’t get back to you with how I did it, life interrupted and then I forgot.

Can you show me your blueprint setup? I haven’t been able to reproduce this so if I can see what you are doing it would give me a clearer picture of what may be occurring. Thank you!

See my post above

I was able to reproduce this on my end in 4.6.1, however I tested in 4.7.3 as well and the error seems to have been fixed in the most recent build.