UInstancedStaticMeshComponent ::RemoveInstance Bug
I'm currently facing a strange behavior when I call
Basically I need to remove only one instanced static mesh at time, I managed to remove the correct one but for some reason the last instance mesh disappears but It's collisions are still there (I can walk on hit but It's not visible), then the more instances I remove the more this behavior gets worse, for example some meshes appears again and ohers are visible but without collision. I can post images or videos if needed;
So here's the code called by the Player
Then when the player press the left mouse button this code is executed:
I tried to implement an array of integers that holds a reference of the instances spawned by following this image that i found on the Live Training of the Instanced Static Meshes by Epic and then removing elements from that array whenever i call
I already posted a question here: Link and there's the possibility that there is a bug in the RemoveInstance function.
This is another test made by user Nachtmahr:
In the last example every red box has no Collision regardless if mesh is visible or not.
I installed the 4.16.3 and then created a new C++ project using the FPS Template, I used the same exact code from the example above and it works without any problem, I can now assume that is a bug present only in the 4.17 version.
Same here, UInstancedStaticMeshComponent is broken in 4.17.1. I'll make a minimum project with repro steps and will post it separately, without Hyne_'s custom code, so it's easier for UE devs to track it.
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