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).
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.
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?
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.
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.
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.