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End of one actor to be the start of another using Hierarchical Instanced Static Mesh

So I'm trying to make an L-System using my own method and I'm running into a bit of trouble regarding Hierarchical Instanced Static Mesh's.

Is there a way to get the next instance of the mesh to use the previous instance's transform. I'm trying to get one to start where the other one ends, but I can't think of a clean way to do this.

I currently have this:

Which leads me to this: alt text

Is there no cleaner way to do this? Do Hierarchical Instanced Static Mesh's not inherit the previous instanced mesh's transform like with parenting?

Product Version: UE 4.15
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asked Jul 15 '17 at 10:02 PM in Blueprint Scripting

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J_Issa1
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HISM has nothing todo with Parenting. You get what you asked for: the same trasform as the Instance before. There is no magic thing that knows anything about your Mesh Size or form or where it should end up. Thats up to you. Get your Math right ;P

https://i.imgur.com/skhYJes.png

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answered Jul 15 '17 at 11:30 PM

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Nachtmahr
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avatar image J_Issa1 Jul 16 '17 at 01:19 PM

You know funnily enough just before posting this, I thought of using this method but I had a brain flop and dismissed it before trying it...Now I know to always try things before dismissing them...And to read the docs ;)

Thanks man!

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