Assets disapearing issue in UE5

Hello to everyone,

I have a problem with the foliage/meshes when I finished my project, All the assets disappeared and when I advance a short distance I can see them:



I could not find information on YouTube, that’s why I go to this space.

I would appreciate it if you can guide me in something

Mauricio

Hey there @Hmmedina! Welcome to the community! It could be distance based culling. So for your static meshes you can disable distance culling or change it’s values in the LOD section of the actor’s details:

For foliage, you’ll have to open up the foliage asset and change it’s cull distance values here:

If you have larger scenes you may want larger values.

If it’s not distance based culling, let me know and we can dig a bit deeper!

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Hello, thank you very much for your timely response and support.

I tried what you suggested and it didn’t work, the problem is in the viewport, but when I activate the player or master sequence it shows the plane normally. even activate new levels within the same project, copying landscape/assets and the error is replicated.

This happened to me at the end of the project, while adjusting lighting and atmosphere. I attach videos from my cell phone since the failure is not evident by master sequence:

Oh wow that is kind of wild, I’ve never seen it selectively culling even close objects in editor like that. Usually I’d believe this to be a bounds issue but that can’t be the case as it would be flickering in engine as well.

Has this been this way since the project started or did this just begin when you hit a large portion of the scene complete?

Hello, it happened at the end of the project, I was already making the last lighting adjustments. It was very hard, since I had my work almost ready, after what happened I had to copy the landscape/assets and start again with foliage and lighting details. As I told you, I have searched for this error on several networks and I have not been able to find related information.

What kind of asset :? If it’s skeletal mesh, You need to look into bounding box scale. If object’s pivot point is outside Your screen , objects disappear.

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Hmmm, have you been receiving any warnings about texture or shader overflows? It usually doesn’t present this way so I doubt it, but I have to ask.

Let’s try and see if it’s a renderer issue or a feature acting poorly. So first back up your project as is.

Then open up project settings, and we’re going to disable anti aliasing for a bit (or just swap it off of temporal as that is sometimes the offender).

If that doesn’t do anything, leave that off for a bit and then slide the project over to DX11 and then Vulkan, if either of them work we have a renderer issue.

Let me know how those tests go and don’t forget to back your project up first in case anything goes awry (it shouldn’t but that’s my usual disclaimer).

Hello, I did all the tests: deactivate anti-aliasing method, it didn’t make any change. Later I configured the platform settings in DIRECTX 11 and Vulkan mode, it had no effect either. Can you confirm if I’m doing it right?

In edit mode in viewport the problem continues, in player mode and sequence master it is seen normally.

No worries and yes you’re doing it right, checking and unchecking the Shader Models below the RHI handler is necessary too. The test was to see if it was a renderer issue, and if nothing changed, then it’s either an engine logic issue or an environmental issue. I’ve never seen something quite like this that wasn’t effected by changing the renderer. Generally you don’t see selective culling exactly like this.

Next round of things to look into:

I highly doubt this is a bounds issue, but can’t hurt to try it. Drop in a simple static mesh, then go to it’s details and add to it’s bounds. Then see if it’s better than other objects at not disappearing.

Next, (assuming you went back to DX12) does a mesh being nanite have an effect?

Next, try out different scalability settings and see if any change how they react. According to similar posts, it may help (or make it worse) both are great data.

Lastly, change your viewport over to wireframe view, do they still disappear?

Hello, thank you very much for your guidance.

Active DX12 mode.

Place a simple static mesh, modify its limits, it presents the same situation as the rest.

The nanite meshes were not affected, they are the stones at the bottom of the river.

I changed the viewport to wireframe and unlit, they keep disappearing.

You definitely brought us a headscratcher! So it’s not reacting to anything I expected it to. It did give us info that it’s unlike another issue where it was just the renderer failing. If it was just the renderer failing, we would still see it’s wireframe. If it was solely your GPU we’d likely see more artifacting. The fact that the nanite meshes aren’t having this issue is good info, that I have no idea what to do with.

In the same project, open a new level, drop some random assets in and check if it’s still doing it. If not, we’re going to do something sloppy.

If they have issues, it’s project based.

If they don’t have any issues, we’re going to select EVERYTHING in your level. Just select everything in your outliner, and copy it, and paste it into a new level. Does it still occur?

Hahahaha I’m just in my learning stage and I’m facing this, believe me I’m learning a lot from this situation, it seems fabulous to me to get answers directly from the source, since I had my doubts if I searched through social networks.

As you say, in the same project I opened several levels, copied the landscape/assets and replicated the failure in all of them, looked for backups of the level and neither, I think that the entire project was damaged in general, specifically in the viewport.

To solve it, copy the landscape and all the assets, then transfer everything to a new project, resume locations, position as before, I had to configure the lighting again and make some foliage adjustments, I’m already finishing it, it didn’t happen again.

I share with you a bit of my medieval village, reborn from the ashes.

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Awesome work! If it occurs again in the future, please let me know! Your case has been the most enigmatic version of this issue I’ve ever seen and none of the usual fixes did a thing.

Of course, thank you very much for your attention and timely responses, greetings from Colombia.

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