Any time Blueprint Actor that has an exploding Chaos version seeded inside of it so when the object’s health hits 0, it explodes, it doesn’t want to render when it’s beyond 10,000~ units away. I tried having it spawn instead of having it seeded initially but I thought that maybe it was a spawning problem. It was not.
I’ve tested it for about 4 hours today and it’s definitely simply not rendering at 10,000~ beyond the Player. If I walk up to it just enough and shoot it, it explodes.
The Niagara isn’t loading passed this point as well.
This is for a spaceship portion of the game I’m building and you have to shoot ships overhead that are attacking you via a gun turret. While not using the turret and I use the Player the same thing happens.
I have also just realized, that in my code, I have the main spaceship mesh “Ship1” to Set Visibility OFF when health is 0. And beyond that 10,000~ distance, it stops turning the visibility off. It stays visible until I have it set to Destroy Actor. At which point THAT part works.
This is for a Multiplayer game, by the way.
So I’m still having this problem and I’m narrowing down some things.
For instance, if the object is destroyed, and Player 2 was close enough to the object, Player 2 sees the object’s visibilty turn off, as intended, and the Chaos destruction plays. Along with the Niagara systems.
If I make the object taking longer to Destroy Self, and I use Player 1 to run over to the “destroyed” ship (0 Health), EVERYTHING renders as intended and has properly replicated movement and collisions.
So it’s just back to the bottom line, that at 10,000~ units away, ANY character too far away, it does not render. The moment you take a step closer and are 9,999 units away, you see everything happening as intended.
After tons of researching, I found this post which explains that it’s more or less because it’s replicated and on net, the max render distance is 15,000 Units.
The Fix? I tried increasing the Cull Distance in the Blueprint by typing an absurdly high number. It defaulted to it’s original number -1. I manually slid the number higher and it gave me an even more absurd number.
It works. I don’t know if it’s the RIGHT way to do it. But it works. And it’s only for a couple Blueprints here and there. It doesn’t propagate across the entire game. So this “shouldn’t” cause lag.