DebugDrawHistoryLocation rendering is broken

I’m drawing a graph in front of the camera using DebugDrawHistoryLocation. (using camera location and rotation to determine a location in front of the camera).

Some blueprint snippets:


image

However it only draws correctly when the camera’s facing along the negative X axis, It stops drawing entirely when the camera is pointed far enough away from the negative X axis (maybe > 45 degrees?). When it does draw, drawing is more broken the further off-axis you’re facing.

I’m also drawing a text string printing out the camera forward vector - that works fine in all camera directions.

This is the best case - when facing the negative X - the graph looks least-broken:

Looking more off-axis - the graph becomes “stepped” rather than being rendered on a flat plane facing the camera:
image

It looks like the generated geometry for the graph is on the YZ plane, with “steps” in it, rather than on a flat plane facing the camera. Can anyone think of why this might be happening or how to fix this?

(Using the Transform version of DebugDrawHistory is similarly broken)

Thanks

It is a problem that only affects DebugDrawMesh (DebugDrawLine, text, point work fine) when you’re far from the world origin.