Destructible mesh from merged actor invisible only in packaged game?

Hey. Alright, so I’m having a very odd issue which I noticed while I was testing my packaged game. I have a simple cinematic which will show a merged-actor - which is parts of a building merged together - and then replace the merged actor mesh with a destructible mesh, then with a delay, apply damage to it so it explodes.

Everything works fine in the editor and I achieved what I wanted, however after packaging my game with Unreal Frontend, the merged destructible mesh is invisible in the sequencer and I don’t understand why. Here are some screenshots/videos of the issue I’m having:

What the cinematic looks like in the editor (correct):

What the cinematic looks like in packaged build (incorrect):

Code for playing the sequence (the 11.6 second delay is to apply damage to destructible mesh):

Sequencer (very simple, just have an actor for the dragon):

I would appreciate any kind of help, couldn’t find anything online about this. Thanks

Edit: I’m trying to find the root of the issue. Is it the way I’m spawning/setting visibility of the meshes? Or is it something to do with cooking? Maybe not sequencer related at all… Kinda confused! :sweat:

Edit2: I have seemingly found the issue. Other destructible meshes in my game work in packaged content however the one I made with the merged actor does not… It’s nothing to do with the sequencer or my code, it’s about the merged actor being used in the destructible mesh. Any ideas?

Solving my own problems myself! xd :muscle:

I have no idea why and how this was happening. However after digging through the destructible mesh, I noticed that it had created +15 materials for the merged static mesh actor and they were set to default world grid material. Removing those materials and re-creating a blueprint from the destructible solved my problem. I was so happy! :grin:

Interesting though, no idea why that happened. Maybe this will help somebody in the future!