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
asked Jan 20 '17 at 08:00 AM in Bug Reports
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
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answered Jan 30 '17 at 10:00 PM
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