Why does instanced static mesh shrink when rotated?

Hi,

I’m building a SIMPLE procedural city, when using ‘add static mesh component’ it works perfectly. When using ‘add instanced static mesh component’ if I rotate in the transform then the instanced mesh is slightly smaller than the original.

My city blocks are 50m x 50m (real world), and i have a selection of meshes that i put into the city spaced 50m apart. The origin of the meshes is 25m from the external edges. When i use ‘add instance’, there is a small gap around every single block. NOTE: I’m only using rotations of 90, 180 and 270. When i use Add static mesh component, there is no gap.

I can provide example meshes and code.

No answer, yet? Because I just encountered the same problem and I was glad when I found out that someone already asked the exact question - just to see that there is no answer :frowning:
Did you find an explanation or a soultion yourself, xykevinr?

Sorry mate, nothing. My solution was to stop using instanced static meshes for the particular job and use normal static meshes.

Just adding to this to note that the issue persists in UE4 4.22. I’m having the same issue with a simple instanced 2d tiling grid. If I rotate the instances, 90 degrees on the Z axis for example, it seems to cause a .0001 & shrinkage and you can see noticeable gaps in what should be a seamless tile. This issue does not occur when I use static meshes.

I found this related bug report (UE-17458) but will make a fresh one just in case.

My messy workaround is to automatically add .0001 to the scale if the instance is rotated.