It goes without saying that this issue is a bit of a strange one. I built an array component to help quickly block out a level. After I had set up a perimeter I went in and started replacing these blueprint-based level geometry components with custom-built static meshes.
The first pass saw me replacing the large exterior walls of my level. When I entered PIE play mode I saw that there was a piece of geometry out of place from where I wanted it. As per usual when I see something off I don’t immediately exit play mode, but rather eject to spectator mode in the editor to see what’s going on. To my surprise as soon as I ejected the geometry in question disappeared.
As you can see from the images, it’s there in play mode inside the player pawn, but outside of the player pawn it vanishes. There are only four of those geometry items in my scene outliner and all of them can be resolved visually in the level in both spectator and pawn modes.
You can see also, the ghost geometry, is effecting the nav mesh by creating a large slab of non-navigable game space when previewing the navmesh.
I’ve restarted the editor, changed loaded maps… Clearly there is some pointer to a copy of the asset somewhere in the scene that I don’t have visibility on. At present I’m building around the error by moving everything out of the way but if we were several weeks into a level design I can tell you that people would be going crazy if we started talking about having to rebuild the scene entirely.
Is there any sort of function that can scan the scene data and remove errant references or at the very lease display vector fields for every single object in the scene so that I could manually select this item and remove it?