Update Instance Transform moving Mesh but not Collision

Using “Update Instance Transform” (Mark Render Slate Dirty checked) with a Timeline Tick to move the instances works well: the instances will move to where I choose.

However, the collisions remain in the position where they were initially constructed, but is suppose to move WITH the instances. The instances move, the collisions are left behind.

I’ve read about this issue from posts dated 2014, but still persists now in 2017?

I’ve tried a number of “workarounds” such as disabling the collisions before updating the transforms, then re-enabling them afterwords. I’ve tried doing the same thing again, but this time disabling then immediately enabling. I’ve tried using “Complex as Simple” for all the meshes, and “Simple as Complex” for all the meshes, but nothing seems to get the instances to move with their collision.

Blueprint Steps to Reproduce:
(Construction Script)
1 - Add Instanced Static Mesh
2 - Set the Mesh to one with a collision
(Event Graph)
3 - Add an Instance
4 - Connect to a 1 second Timeline that has a Vector Z track with 2 keyframes, 1 = 0.0Time, 0.0Value, 2 = 1.0Time, 10.0Value.
5 - Update Instance Transform (Mark Render Slate Dirty), split the transform, and connect the Z track to the New Instance Transform Location.
6 - Create a box collision component or a line trace that can check the overlapping instanced mesh to see what’s inside by using a print string.

Basically trying to get the newly created instance to move during “Play”. What you’ll notice is the collision gets left behind, even though the instance has moved.

(Sorry for my poor UE4 / Programming terminology, still a rookie!)

When I wrote this post, I was trying to retrieve data from the instances collision to identify the specific instance. Though this bug exists in UE4, I resolved my own projects issue.

I just decided to scrap the idea of using collisions all together, and now use the node “Get Instances Overlapping Sphere” to retrieve the instance data, which is perfect too because it returns an array the index numbers which overlap. Pretty confusing to understand how it was outputting the array, but it returns just the index number 1 time. So for example, if the Get Instances Overlapping Sphere overlaps only 2 instances (out of 100), it’ll return an array, where the first array index (0) = the overlapped instances index (59 or whichever one('s) it’s overlapping).

One thing I’d like to learn how to do is to make the sphere I’m creating visible in viewport, much like the sphere collision component, for debugging purposes.