Instance in HISMC shows wrong LOD for one frame after being scaled
Instanced in a Hierarchical Instanced Static Mesh components are showing the LOD 0 for one frame after being scaled if the correct LOD would be anything higher than 0.
I have created a gif to show you the problem:
The trees are instanced in a HISMC and are being scaled up a bit every 1 second. If I am close to the trees, so LOD 0 is shown, it looks fine. But if I am further away and LOD 1 or LOD 2 is active, after scaling for one frame LOD 0 is visible. You can't always see it on the gif because it only has 15 fps, but the tree is flickering once a second, so always after scaling.
asked Jun 02 '15 at 07:31 PM in Bug Reports
Hi John Alcatraz,
I was able to reproduce this with any mesh that has LODs, including static mesh components and instanced mesh components so it seems to be a bit more widespread than initially thought. I have entered a bug report, UE-16534 to be assessed by the development staff.
Edit: Entered wrong bug report number, this has been corrected.
answered Jun 03 '15 at 06:05 PM
Hi John Alcatraz,
I checked into the bug report and it looks like this has been backlogged for now as our resources are currently dedicated elsewhere. I have updated the bug report community interest section, which may improve the priority, however this is not guaranteed. At present I don't have a timeframe of when it will be fixed.
answered Jun 17 '15 at 05:22 PM
This has been posted in other threads but posting here for completeness.
The fix didn't make it into 4.9 but will be in 4.10. It is available on github here and the two files it concerns, HierarchicalInstancedStaticMesh.cpp and HierarchicalInstancedStaticMeshComponent.h are drop-in replacements for the 4.9 versions.
answered Aug 27 '15 at 01:42 AM
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