When moving an instance static mesh between sublevels the number of instances being used will be set to zero. This happens when an empty actor is added to the level and then has an instance static mesh added to it's component list.
Result: The number of instances for the instance static mesh will be set to 0. This will cause the instance static mesh to now appear to disappear
Expected: The Number of instance would remain constant between levels
Project provided:
To reproduce with project.
Result: The number of instances for the instance static mesh will be set to 0. This will cause the instance static mesh to now appear to disappear
Expected: The Number of instance would remain constant between levels
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
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
I am not able to find world outliner how to enable it?
Installer 4.10 failed with error code R-1603
Hey, why do i get this when i snap two similar meshes together?
How can i modify the param name in EQS node
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-66462 in the post.