Issues with actors' tags filtering in BP

I have this contraption working in 4.11.2 where I manually place meshes on the level, tag them, then drop in BP actor and all tagged meshes get replaced with instanced static meshes:

Works as expected (except for that yellow print in the log).

I brought the same BP into 4.13 (and instead of hierarchical instanced static mesh I used instanced static mesh; same thing from BP point of view). Sure enough, I got a mess going:

Instead of creating as many instances as there are tagged static meshes, BP creates **** load of instances, randomly oriented and placed (for example if I have 2 static meshes tagged, I get 20 instances created in 4.13 using my BP).

Is it broken in 4.13 ?

Thanks

If I specify a tag in BP where it doesn’t match any of the tags in the scene, it seems that all and any actors, as long as they have a tag, get filtered.

Hello ,

I was unable to reproduce the issue that you are seeing on your end. I created a setup similar to yours and was able to get things working. I have provided an example below. Could you give this a try and let me know if this works for you?

Example:

As a note, some of your difficulties may be due to not accounting for the difference between World and Relative transforms.

Thanks, I’ll give it a spin (later today, after I get off work).

You are sorting using component tag. I am sorting using actor’s tag. In 4.11 those were different things. I am actually following official docs to get certain actors in the scene: https://docs.unrealengine.com/latest/INT/Gameplay/HowTo/FindingActors/Blueprints/

Perhaps my BP isn’t correct to begin with :confused:

Nope, that doesn’t work for me at all. Doesn’t “spawn” any meshes when I place that BP actor on the level. I have Actor tag and Component tag filled in on the original meshes, I can see that the Branch sets true when debugging BP, but nothing shows up on the level, nor original assets get hidden.

I’ll make a test case using blank project and upload it.

Could you insure that you have at least one element added to the Add Instanced Static Mesh Component Node?

Example:

Oh, didn’t know I needed to do that. Will try.

Didn’t have time to try, sorry.

However, this works:

I still plan to try your way too.

Hello ,

I am happy to hear that you have things working. I am going to go ahead and accept your last comment as the answer for this thread. If the issue returns please feel free to update this thread with any additional information you may have.

Make it a great day

Sure thing.

I forgot to mention that original approach uses tag indices, regardless of the name. Potentially if different meshes have different indices, it could still work. However, official Epic’s documentation doesn’t mention that fact and creates an impression that tag’s name is what tags of actors in the array are checked against.