Summary
We have an entity that moves in-world using scene graph keyframe animations (think very similar to the conveyor belt in Droid Tycoon) and has an in-world widget as a child of that entity. When the player runs far enough away from the entity, the parent entity gets culled appropriately, however the child widget entity remains in world and essentially gets orphaned. When the player returns back in-range, everything respawns as it should, however the orphaned in-world widget remains stuck in world and won’t move or get destroyed.
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Scene Graph
Steps to Reproduce
NOTE: The entity will require being moved to properly observe the bug, otherwise it would simply reappear in the exact same location and not be noticed. You can apply a simple keyframe movement animation to it so it moves to the side for a duration before destroying the entity.
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Create a prefab with a mesh_component at the root level, and a child in-world widget entity to it.
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Launch a session and run out of range of the entity so it gets culled (in my video, when you see the hot-air balloon disappear, that is an entity being culled that is near the entity in question)
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Return back to the entity and see the in-world widgets that did not get culled and remain “stuck” in world.
NOTE: This is a client-side bug, other players on the server will not see the orphaned widgets.
Expected Result
No orphaned in-world widgets
Observed Result
Orphaned in-world widgets
Platform(s)
Windows
