Hierarchical instanced static meshes disappearing
Hi all, I am using a blueprint actor to generate a procedural building by inputting the number of floors, width etc and then creating instances of a hierarchical instanced static mesh as wall tiles to create a building to the specified dimensions.
I am using this in editor not at runtime and want to be able to move the building around or save and reload the map but all the meshes disappear each time I do this and I need to rebuild the building anew.
Is this just the wrong way to use hierarchical instanced meshes or is there some way of making them persist I have missed?
asked Jan 18 '19 at 01:06 PM in Using UE4
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