Can InstancedStaticMeshes have individual collision/hit events and if so, how do you enable it?

So I got my tiles to work with hit events as actors, but now that I want to use instanced versions of them it isn’t working.

First, in my BP I AddStaticMesh with one of my previous tile assets as it’s mesh. Then I use the Return Value to set an InstancedStaticMesh variable. I then use that Variable to spawn the instances in the world. The instances aren’t responding to hit events despite using the same mesh as the previous SpawnActor that did work.

In the AddStaticMesh I have Generate Overlaps checked and Collision Presets is set to Overlap All.

I also tried using SpawnActor on my tile class and then took the return value and did AddInstancedStaticMeshComponent and hit events work, however they are called on ALL instances of the SpawnActor.

Anyone have any insight on this?

From other discussions with the devs, I believe the answer to this is no at this time. Or at least no in BP.

I managed to achieve this in BP by simply creating a box physics component for each instanced mesh when the world is generated. The fact that all my meshes are cubes made it a bit easier.

Right, which is what you have to do because the instances can’t interact.

Luckily, the extra invisible collision meshes don’t seem to affect performance so it is a perfectly viable solution.

For more information you can see a Dev’s advice in my Map Generator thread:
Map Generator- Please Critique! - Blueprint - Unreal Engine Forums!

Can you develop a little more about it? You just used the 6DOP collision box from the asset browser? Or is something completely different?

Auto Convex collision with 1 hull. You could probably use most of the collision options available though.

Nope, didn’t work out. Still can’t get the collision, thxs for your reply tho! :smiley:

For Instanced Static Mesh Component need to check “Multi Body Overlap” in Collision settings in hidden spoiler.