in the components hierarchy select the Mash
go down to “Rendering” and look for is Visible
and make sure it is marked as true
(the box is ticked) you can also type “visible” into the Search for the Details window on the Mesh
you might need to repeat this for each of the child meshes that “should be” visible as well.
if this doesn’t work:
- make sure the BP_Character is spawning by in the
BeginPlay()
putting aprintString()
-
- in the same PIE you are checking that the
PtrintString()
fires open the console (by hitting the Tilda key the one next to “1” on your number row) and type “show collision” the space is required but it should show up as a purple option after typing "show " you should see the collider for your Character.
- in the same PIE you are checking that the
- the scale on the
FirstRope
looks really small, it could be so small the engine is refusing to render by culling it, try increasing the scale of at least theFirstRope
and see if that makes it visible. - make sure that your Skeletal Mesh asset looks correct after import by opening it (you can find it in the content browser/drawer or double click the Skeletal Mesh in the Details window for where it is instanced)
- pull an instance of the Skeletal Mesh directly from the Content Browser/Drawer (not a blueprint for it, just the skeletal mesh) and see if it renders there.