When an instance is removed from a Hierarchical Instanced Static Mesh's array, if there are indices that are further along in the array that fill that index, the last index in the array is used to do so instead of the next in the order.
Example: If you have a Hierarchical Instanced Static Mesh component with 5 instances in it and you remove the instance at index 0, the instance at index 4 (the last one) will be used to fill index 0 instead of index 1.
Reproduction Project: [Link Removed]
Regression?: No
This also occurred in 4.13
I am not able to find world outliner how to enable it?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How to achieve HLSL Multiple Render Target in Material blueprints?
How can i modify the param name in EQS node
How to add ico in windows system tray just like launcher
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
Hey, why do i get this when i snap two similar meshes together?
Head over to the existing Questions & Answers thread and let us know what's up.
16 |
Component | UE - Graphics Features |
---|---|
Affects Versions | 4.13, 4.14, 4.15, 4.16 |
Created | Jan 16, 2017 |
---|---|
Resolved | Aug 18, 2021 |
Updated | Aug 18, 2021 |