Destructible Mesh spawned as child actor has no bounds

Okay, I don’t usually like cross posting between Answer Hub and the forums - but I filed this bug report in June 2015 and have yet to have the issue acknowledged or discussed.

This issue has basically made my game crawl to a halt, as I cannot release until this is solved. Any response would be greatly appreciated!

Bug Report Below :

Branch
Binary

Build version
From 4.8 to 4.10

Detailed description of the issue
Destructible meshes that spawn as child actor components have no bounds.

They flash and flicker based on the camera position - also occluding everything behind them. Increasing bounds scale doesn’t help (multiplying by zero) nor does using the parent bounds.

The DMs works fine if it is not a child actor.

Repro Steps

  1. Create destructible mesh
  2. Create BP actor that spawns said destructible mesh as a child actor.
  3. Use a “Get Bounds” and “Print String” : see the resulting 0.

Additional Information

  • This worked fine in 4.7 - and incorrectly since 4.8,4.9 and 4.10.
  • I am using Blueprints.
  • I posted this bug report in June 2014. It would be nice to have an official response.
  • Answerhub Link

System Specs:

  • Windows 10
  • AMD FX 8350
  • AMD 7970
  • 16GB DDR3 RAM
  • 2x 7200RPM HDDs in Raid-0

It might be connected with this bug: GetActorBounds ignores child actor components & instanced meshes - Asset Creation - Unreal Engine Forums

Thanks for the response, I’d actually commented on that a week or so ago since it seemed like a very similar issue. I hadn’t realized Epic had replied (no notifications for replies on Answerhub)