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Instanced Hierarchical Static Mesh LOD doesn't respect scale


we have the following problem. We are using hierarchical instanced static meshes for hundreds of objects which can have different scales. Our problem is that it looks as if individual LOD was calculated from the actor itself (or component) and not from individual instance transforms, because if I scale an instance 10 times, it still behaves as if it was 1 (it doesn't take screen space into consideration).

I could in theory create multiple meshes, but in our case the whole reason to use hierarchical instanced meshes would disappear.

Is there any way this could be fixed?

Thank you, Jan

Product Version: UE 4.14
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asked Jan 20 '17 at 08:00 AM in Bug Reports

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avatar image Unfound Jan 14 '19 at 07:45 AM

I'm on 4.21 and I can confirm this issue still exists.

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Hi metamorphium,

Thank you for submitting this post. I have reproduced this issue and logged a report for it here: https://issues.unrealengine.com/issue/UE-41301

You can track the report's status as the issue is reviewed by our development staff. Please be aware that this issue may not be prioritized or fixed soon.


Ed Burgess

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answered Jan 30 '17 at 10:00 PM

avatar image metamorphium Jan 31 '17 at 08:38 AM

Thank you!

avatar image 6r0m Apr 13 '18 at 06:57 AM

status unresolved( may be there is a some workaround?

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