Description

Changes to custom primitive data properties for instanced meshes placed in the editor work in-game but are not otherwise reflected in-editor.

 

Steps to Reproduce

1. Create a BP actor with an instanced static mesh component.
2. Create a material with a float3 custom data parameter and connect it to the base color.
3. Set the material to the ISM component.
4. Add the actor to a level, and then change the custom primitive data value to a color different to the BP defaults.
5. Notice that the color change is not reflected in the editor, but it is reflected when in-game.

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Unresolved
ComponentUE - Gameplay - Components
Affects Versions5.4
Target Fix5.6
CreatedJun 25, 2024
UpdatedOct 1, 2024
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