I have a simple billboard staticmesh using the following WPO function to make it a billboard. InputScale/InputSize control the size of the billboard, and the billboard works fine when it’s on-screen, but the moment the center of the billboard leaves the screen it disappears.
I’m not sure if it’s the below graph that’s the problem. I’ve tried manually setting the bounding box of the static mesh to thousands of units cubed, and tried attaching it to a scenecomponent with the same thing, as well as tried setting the bounding scale to absurdly high numbers (1000000.0f) but it still pops off as soon as the origin leaves the screen.
The original mesh is a 1 unit x 1 unit plane, so my size param matches game world scale. And the staticmeshcomponent is spawned in the construction script.
Hi Boon, it may be that your default rotation for the mesh is displaying it edge-wise, so without the WPO, it would clip out - try rotating that by 90 degrees, and changing your billboard code in line with that…
Sounds like you’ve got the mesh oriented in the correct way. I accidentally oriented it in the Z axis and got a similar result as you with the clipping.
Is the Billboard static mesh (Plane) a single LOD? or is it the last LOD in an existing mesh?
If it’s just a single LOD with no other LODs, it’s not going to have any depth which seems to cause issues with clipping as well - can you try adding another plane to the billboard mesh running through the center but at 90 degrees to give it a cubic clip area as a test?