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issue with Instanced static mesh transform accuracy


I'm using blueprints to generate some procedural content based on hierarchical instanced static meshes. Everything works like a charm except for one thing - when distributing stuff through rotation arround an origo, the meshes no longer lign up as they should. It must be an issue with how the transforms of the individual instances are stored or something, because if i run the exact same math, but using regular static mesh components instead, and no instancing, everything aligns perfectly. I should note that the discrepancy is relatively small, but clearly visible when the object resulting from my script is 50m in diameter.

anyone know a workarround to this problem ?

edit: Probably the same issue as in this bug report: UE-55908 this is still a major issue for my project.

Product Version: UE 4.19
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asked Jan 22 '18 at 02:07 PM in Blueprint Scripting

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