Instanced Static Meshes in Blueprints collision translates incorrectly.
If you create a blueprint with an instanced static mesh. Spawn it in the world. And then translate it after it has spawned, it's collision will not have moved even though the visible mesh will have moved.
I first produced this using the Top Down Sci Fi Asset Set. I can reproduce this in a new project.
This is causing issues for us as our map generation system relies on moving blueprint tiles after it has spawned.
asked Apr 06 '15 at 09:54 PM in Bug Reports
Still not working in the new 4.12 update :(
answered Jun 02 '16 at 07:14 AM
I was able to reproduce this and have entered a bug report, UE-13673 to be assessed by the development staff.
answered Apr 10 '15 at 05:23 PM
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