"Get instances overlapping sphere" node

In the “Get instances overlapping sphere” node, the radius option has no effect. The radius will always be the same no matter what this is set to. Even 0.
I’ve been forced to resort to getting the length between the center of the sphere and any instances found, which is extremely messy.
It’s completely unusable if I need to check a larger radius.

Hi ,

Does this occur in a clean, blank project with no additional content or is it limited to one project? Can you show me a screenshot of your setup so I can reproduce this on my end?

I haven’t tried it in a blank project yet. Here’s a link to my blueprint; Target Volume posted by anonymous | blueprintUE | PasteBin For Unreal Engine 4
The node is being used inside the Projectile Hit custom event.
I have an array of targets being shot at, each stored as instances inside of a volume. The sphere was being used to determine which instance was hit, but no matter what size I set, it grabs several targets within a uniform area.

I think I was mistaken as to the exact nature of the problem. I think a random offset is being applied to both the center and the radius.
Even if I have all the objects perfectly aligned in a grid, and I always use the same value for the center and the radius, it does not always return the same instances in the overlap, or even the same number of instances overlapped.

Can you send me the actual .uasset for your projectile along with the mesh you used for your instanced mesh component? I copied the data shown above however there is a number of components that didn’t transfer well. If I can see the original assets I can get a better idea of what may be occurring.

I’m finally beginning to narrow it down. I created the most bare-bones blueprint I possibly could, and I’ve included a screenshot. The mesh I’m using is just the basic cube from the first-person project.
It will print out the index number of whichever instance the coordinates match.

At least one issue I’ve exposed with this is that the X and Z coordinates seem to be reversed. The value in X moves the location along the Z axis, and vice versa.
The radius actually seems to work fine.

I’m going to try reversing the X and the Z in my original blueprint, and seeing if that fixes it.

I’ve narrowed down the problem in that original project I linked. I still don’t know why it’s occurring there and not in the newer blueprint I just linked. The old blueprint actually has no problem with the location at all, but the radius is significantly larger than it should be. Even with the radius set to zero, it returns instances consistently in a radius of roughly 100. If I set it to 50, it returns within a radius of at least several hundred.
The reason it seemed to be grabbing instances erratically is that I was removing instances inside the loop, and thereby throwing off the index.
But the size is still consistently much larger than it should be.

Can you send me a sample project with this occurring? I haven’t been able to reproduce this on my end thus far.

Hi ,

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

this is an issue again in 4.10.0

Hi ,

  • Does this occur in a clean, blank project with no additional content or is it limited to one project?
  • What steps can I take to reproduce this on my end?
  • Do you have a sample project I can look at where this is occurring?

I was also reproduce this on my end with 4.11.2.

With instanced meshes it works, but with hierarchical instaced meshes it doesn’t.

I think it always takes sphere center as 0,0,0 WS. Ticking or unticking the “Sphere in World Space” input doesn’t make sense. I reprogrammed the same function and connected nodes in the same order, now it works. But of course it is definitely slower because I used blueprints instead of C++.

HI,

  • Does this occur in a clean, blank project with no additional content or is it limited to one project?

  • What steps can I take to reproduce this on my end?

  • Do you have a sample project I can look at where this is occurring?