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Cannot find overlap of hierarchical instanced meshes

As far as I know, the only way to detect any overlap of an instanced mesh is to use "get instances overlapping sphere". This works fine for normal instanced static meshes, but does not work with hierarchical instanced static meshes. This means there is seemingly no way at all to detect overlap of hierarchical instanced static meshes.

Product Version: UE 4.10
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asked Apr 09 '16 at 03:08 PM in Bug Reports

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Grimwolf
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avatar image Adam Davis STAFF Apr 11 '16 at 09:46 PM

Hi Grimwolf,

I have attempted to reproduce this on my end but thus far have been unsuccessful.

  • 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 error on my end?

  • Have you tried other trace methods, such as "get all overlapping actors" set to type ?

avatar image Grimwolf Apr 12 '16 at 02:23 PM

I tried a new project, and it worked fine. In my current project though, it does not. Originally, the blueprint was using normal instances. I replaced the node that was spawning normal instances with one that would spawn hierarchical instances. I've checked the settings, and everything seems fine. The node that checks for instance overlaps is just failing to grab them. I've gone through and tried to make sure that everything is properly referencing hierarchical instances. The instances are being properly spawned and stored in variables. It appears to only be the overlap check that is failing.

avatar image Adam Davis STAFF Apr 12 '16 at 03:31 PM
  • At what point are you running the overlap check?

  • Is this during a construction script or in the event graph?

  • Are you running it during runtime or during editing?

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

avatar image Grimwolf Apr 12 '16 at 06:08 PM

I have a loop spawning hierarchical instance components, then adding them into an array. I then have another loop which spawns instances from each component in that array. The location is chosen at random, and I have it 1st doing an overlap check against each component to see if an instance is already in that location. If one is already there, it looks for a new location and starts the check again. The overlap check always returns 0 instances, causing a large number of them to be spawned directly on top of each other.

It previously worked perfectly, before switching everything over to use hierarchical instances instead of normal ones.

This is all done during construction.

avatar image Adam Davis STAFF Apr 15 '16 at 05:39 PM

Do you have a sample project I'd be able to take a look at to reproduce this on my end? I'll be happy to take a look and see what may be occurring.

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Hi Grimwolf,

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.

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answered Apr 19 '16 at 06:01 PM

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