UE4.27. What is this error? The circles and boxes represent Static meshes (50 - almost 99% of meshes) will not load/display. Even Epic’s default cube, some are invisible now.
I imported a character mesh with 16 Material slots. Upon Import it added its Materials (blank white), when I thought I had it off. (I didnt need them because I had copies already in another folder.)
I thought no big deal, I just didnt save the Materials because I was going to reimport a newer copy of the Character mesh later.
So I only saved the Character mesh, which was in the level, with 1 of its Materials saved.
I closed the Editor. Next day, I load the same map. And got 16 errors of Materials not found (only related to this mesh). But 99% of Meshes with saved Materials (unrelated), do not display anymore.
I re-assigned generic Materials to all the missing slots of the Character mesh.
I rebuilt lighting and Geo. (While rebuilding, it also gave a WorldInfo error - Maps need lighting rebuilt. And so it was building the lighting.) But after a full rebuild, it still did not display meshes.
I changed the level to a version before I added this new Character mesh. But it still wont display my level.
I loaded another Project, and it loads. Whats wrong??
Context: In a prior thread I asked about help, meshes were getting clipped off, thus I couldnt zoom in enough. A mod said I could change the Near Clip Plane, but shouldnt. (I didnt know why, and the change doesnt occur until restart. So I set to 0 to test. Forgot it was this. Thus I was surprised.)
Now I set it back to 10, and the normal display is back.
I’ll wait a little while if someone wants to give an explanation (to claim as the solution) about why Near Clip = 0 does this (or why 0 is allowed), and what is the lowest safetest number to use? Ty
Thanks! Those links answer a question I havent asked yet, and also explains better what Near clip is intended for. (Just dont go 0 for most cases.)
Edit: also hopefully this info saves someone. I was scared. Glad that the community had fast trouble shooting ideas.