Incorrect collision when rotating an Instanced Static Mesh

When applying rotation to an Instanced Static Mesh via a blueprint, the collision of that mesh is no longer lining up with the mesh itself.

A video demonstrating the problem is here:


A screenshot of my blueprint is shown here:

Hi ,

Does this occur with all Static Mesh objects or is it only the one from the video?

W

To my knowledge all. But I have only tried 3 or 4 :slight_smile:

Hi ,

I’ve confirmed the issue as well on the Live Build and I’m in the process of testing this on our updated internal build. Once I’ve confirmed it there, I’ll report back here.

-W

I have just tested. If I apply rotation to the same mesh as a static mesh component instead it works as intended… collision is perfect. Only Instanced Static Mesh seems broken.

Okay,

I’ve confirmed this on both Live and our Internal Build here. I’ve submitted an issue regarding this for our developers to review. Thank you for pointing the issue out and please continue to post any issue like this that you come across so that we may enter them into our database for our team to review.

Thanks!

-W

Thank you, thank you, thank you.

I have spent so many hours trying to get to the bottom of this. I am relieved that it is not my brain toying with me, but an actual bug.

I’ll work around the issue until it is resolved.

Can you say anything about when this will be fixed and released?

Can you say anything about when this will be fixed and released?

Hello, apologies for the late response. The bug is still in our database and is in the hands of one of our developers who is reviewing it. At this time, I do not have an ETA on the fix, but it is being looked into.

-W

This has been fixed. It should be in 4.2 but is available on github now if you’d like to take a look:
https://github.com/EpicGames/UnrealEngine/commit/2a7ef2ab5fe1d3f1192b4113148941300c7ab1d7

That is awesome news, thank you very much.

this seems to be broken again in 4.27 if using random rotation from stream. Its taken me a while to work this out. turning off this fuction off aligns the static mesh with the collision.
unsure if this is an issue in 5.x ?