We could change our user data to be stored as an FTransform but there would be a cost every time you generate the render data (for a game that's typically on load, but for the foliage tool it's every time you add an instance. It would save memory so it's not a bad change, but it's a tradeoff
Cannot set the Rotation value of an Instance Static Mesh component if the scale is set to zero.
This can be done with StaticMesh components and standard Static Meshes in the level.
1. Open either 4.6.1 or 4.7.0 Preview
2. Create a 1st Person Blueprint project
3. Once loaded, right-click in the Content Browser & create an Actor class blueprint
4. Open the blueprint
5. In the Components panel, add a InstancedStaticMesh component & select it
6. In the Details panel, go to Instances & select the + sign to add an Element
7. Drop down the Elements Transform
8. Change all Rotation values to 50
9. Change all Scale values to 0
10. Notice the Rotation values zero out
11. Try to set all of the Scale values to 50 again
Results: The InstanceStaticMesh Element cannot hold Rotation values if the Scale is set to zero
Expected: To be able to set the Rotation values while the Scale is zero like you can with StaticMesh components and standard Static Meshes in the level
Head over to the existing Questions & Answers thread and let us know what's up.
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Component | UE - Gameplay |
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Affects Versions | 4.6.1, 4.7 |
Created | Feb 3, 2015 |
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Resolved | Jul 7, 2015 |
Updated | Jul 14, 2021 |