Hey there @Akizuki7950! Welcome to the community! The flesh asset does still require a data solver placed and targeted but it should still be visible before that. Does this work with other SMs? Specifically I’d recommend trying the blue chamfer cube as a test, as I’ve seen some “perfect” geometry fail to split correctly into a tetra collection even with the preview looking correct.
May I also know which RHI you’re using and if there are any errors in the console?
Same here, following the community tutorial, tried with static Material Sphere and blue chamfer Cube, shows in dataflow preview, but not when dragged into the scene, neither does RadialTetrahedron. Could it be something to do with Hardware and Software Specifications?
I somehow find a workaround. After drag the flesh asset to the world, disconnect the SetFleshDefaultProperty node and directly feed the collections to the FleshAssetTerminal node, this makes flesh actor appears. Then reconnect the SetFleshDefaultProperty node and everything works normal.
I had this same issue in 5.3, it was my own fault i guess i wasn’t paying close enough attention so after you add the dataflow graph into your flesh asset you need to exit the flesh asset and then enter back into the flesh asset again and the layout will be changed allowing you to add the nodes there, i was adding the nodes in the dataflow, the problem is they look the same and you can add the same nodes