I can't save Blutility spawned instanced mesh to level

I have a blueprint with hierarchical instanced static mesh component. I use blutility to spawn mesh instances from editor. The problem is that I cannot save spawned instances anyhow. I tried to spawn instanced meshed in the actor itself, i tried to spawn other actors with HISM component and to spawn instances there, no luck. Also when I try to apply instance changes to blueprint i get a crash.

When I spawn regular, not instanced actors, everything works correctly, I can save level with actors spawned this way.

Hello ,

I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Can you reproduce this issue in a clean project?
  2. If so, could you provide a detailed list of steps to reproduce this issue on our end?
  3. Could you provide screen shots of any blueprints that may be involved?
  4. Could you provide your complete call stack from the crash that you receive?

Hello ,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will follow up.

Thanks,

Just wanted to add to this since I encountered a similar issue. I had an AActor that was baking and tracking multiple instance static mesh components. They would bake in the editor just fine by calling a blutility function. But after trying to save and then load the level all the baked data would disappear.

The fix for me was that I was missing a UPROPERTY() declaration, preventing the data from serializing/deserializing on level load.

UPROPERTY(EditAnywhere)
	TArray<UHierarchicalInstancedStaticMeshComponent*> HeirarchalMeshComponentArray;