When using PerInstanceRandom in a material that is applied to a Hierarchical or normal Instanced Static Mesh component, there are issues of the value resetting when certain transform operations are performed.
For Hierarchical Instanced Static Meshes, if the component itself is rotated, the PerInstanceRandom of each instance is reset (Seen in the reproduction project via the bottom row of cubes)
For Hierarchical and normal Instanced Static Meshes, if the individual instances have their transform modified, their PerInstanceRandom values will be reset. (Seen in the reproduction project via the top row of cubes)
Regression?: No
This does not occur in 4.16, but that is likely due to the base functionality being broken and fixed here: [Link Removed]
Head over to the existing Questions & Answers thread and let us know what's up.
4 |
Component | UE - Graphics Features |
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Affects Versions | 4.17.2, 4.18, 4.19 |
Target Fix | 4.19 |
Created | Nov 6, 2017 |
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Resolved | Nov 8, 2017 |
Updated | May 4, 2018 |