Destructible meshes that spawn as child actor components have no bounds.
They flash and flicker based on the camera position - also occluding everything behind them. Increasing bounds scale doesn’t help (multiplying by zero) nor does using the parent bounds.
The DMs works fine if it is not a child actor.
##Repro Steps
Action 1: Create destructible mesh
Action 2: Create BP actor that spawns said destructible mesh as a child actor.
Action 3: Use a “Get Bounds” and “Print String” : see the resulting 0.
Additional Information
This worked fine in 4.7 - and incorrectly since 4.8,4.9 and 4.10.
I am using Blueprints.
I posted this bug report in June 2014. It would be nice to have an official response.
Sadly it’s not an issue of Z-fighting. Sometimes they will flat out disappear if the camera is at a certain angle.
The index for this particular one is required to be 1 - the actual location is set in a separate function and the objects correctly spawn in their multiple locations.
This also worked in previous iterations of 4.8 (I think)
EDIT:
I’ve just played the game with “Show Bounds Enabled” and noticed that the destructible meshes have no visible bounds - unlike the other child components, which do have visible bounds (and do not flicker.)
These do have bounds when not child components (but they are required to be so here)
Also just tried 4.9 preview, same deal.
Also, using a “Get Component Bounds” and attached to a Print String - the results were 0 - furthering what I had thought.
Bump, please I have the same issue and it’s really annoying, is there a workaround for this? I cannot spawn any actors from C++ that contain a Destructible Mesh or they will flicker/disappear.
Edit: I found a workaround at least to see the DM ingame, just set simulate physics to true.
This is still a problem as of 4.12.5, but I think I found a possible workaround - parent the object to an appropriately sized cube, make the cube have no collisions and not visible and then make the DM “Use Attach Parent Bound.” This essentially lets you customise the bounds box as you see fit, even though the DM bounds are missing.
Obviously this isn’t a great solution as having to wrap most objects in my levels in an invisible cube just to get it render is bound to have some overhead, but at least they’re working for now.