Hierarchical Instanted Static Mesh flickers
After adding and removing thousands of instances from a HISM component, the HISM begins to flicker when adding additional instances. Here is a video demonstration. The flickering starts at time=1:12.
asked Jan 25 '18 at 03:28 PM in Bug Reports
Hi, folks! I have found what I believe is a partial solution.
I found that my issue lied in the HISMs building asynchronously: after moving some HISM instances, the meshes would briefly pop out and in again within a single frame. In other words, there was no single game frame where the instances were gone; as I stepped through in play mode, the meshes would often disappear and reappear after a single click of the "Step Forward" button.
In order to address this I'm now calling UHierarchicalInstancedStaticMeshComponent::BuildTreeIfOutdated after doing the operation on the instances that causes my flickering, passing in false for Async and true for ForceUpdate. My understanding is that this forces the HISM to build synchronously on that frame.
I've done a little bit of profiling and haven't found a big performance impact from this technique, but that might vary depending on the size of your HISMs and / or how frequently you need to call BuildTreeIfOutdated.
answered Jan 23 '19 at 12:01 AM
Did you guys ever get this figured out, I am having the exact same issue.
answered Oct 28 '18 at 12:01 PM
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