Hello Guys, I am creating a Actor blueprint, When I add a mesh at viewport, and place it in my level, it wouldn’t show up, but when I go to detail panel and use transform once I change the X,Y,or Z the mesh would come back , but every time when I press the short cut W, and try to use my mouse to drag it to position the BP, the mesh would just again disappear, I also check it with Alt 2 and Alt 3 but yeah it just disappear, , It kinda annoy me that I have to drag it inside the detail panel, is this a bug or am I missing something so this happen? Thanks for helping me out!
Hey there @potatosir6017! Welcome to the community! So to understand, it’s just disappearing when you use the transform gizmo at all? Could you try hitting ‘F’ while having it still selected while it’s disappeared and see if it’s just in an incorrect position?
HI @SupportiveEntity! I use the short cut W key to have the drag option, I think that is call translation mode?
Once I drag it, the mesh just disappear, I can still keep dragging it to place it whereever I want it to be placed, the BP can still be found in outliner, when I select it the coordinate arrow will still show up, and when I press F it can still show where the mesh is.
Hi, do you know how to solve it?
Ahhh so the mesh itself just disappears visually but it’s still in the correct location? Interesting! Does this apply to all static meshes? Does this occur with static meshes? May I also know your computer specs?
OMG, I found the problem and actually there is a warning window everytime I Iaunch UE.
It said that my D3D12 Targeted Shader Formats is SM5, and it can’t render the nanite properly, so I changed mine to SM6 and now it’s work.
Which is pretty strange, my old project is also a SM5 one, and the meshes would be like sometimes disappear sometimes don’t, so I didn’t care the warning so much.
Sorry for posting before checking carefully myself, but I don’t understand why doesn’t UE just make SM6 the default one? And why SM5 can render the meshes outside the BluePrint but cannot render it when it is inside a blueprint?
Some user’s setups won’t handle SM6/DX12 so it’s not the forced default. There might be an issue with the environment when a specific shader model that is supported has inconsistent rendering. There’s one that comes up often is Nvidia’s MPO setting that would cause a similar issue with only specific meshes on specific shader models. Though I’m entirely unsure why being in a blueprint changes it.
Okay, then, so I guess my problem is solved, I am not familiar with UE forum, should I change my title more logically so people with same problem can find it more easy? If I should then can you help me think of a better title? I don’t know how to make it easy for people with same problem to search it.
It’s probably fine to leave it as is. The reasoning stems from the fact that many users may have the same issue without knowing what they are looking for. If your thread matches their problem, it has a better chance of solving it than leaning on the user knowing the technical terminology.