Issue with SetPresentable() depending on where players are relative to the entity

Summary

So first time using the SetPresentable()

Just wanna say the idea is such a good thing to have in a game. The possibility to show/hide on a per player basis.

When will this work on normal entities in the world before game start ? - Rough idea would be nice if you can confirm so i know if i should refactor my game to account for the delay.

Anyways i found an issue in that when you SetPresentable() the owning player (The one set) always sees the entities and children entities ect but depending on where the other players are (Who should not see the entity) they can see it. Its like the way the system is working is even if you have world streaming off its like its enabled and if the player is not in the world streaming cell that the entity is in then it doesn’t hide for them.

I already refactored code to account for the need to spawn the prefab to be able to SetPresentable() but with this new issue the system is pointless tbh.

I have world streaming off on my island

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

World Building

Steps to Reproduce

Spawn a prefab set presentable and ensure the other player is away from the entity by a good distance

Expected Result

It should be hidden regardless of where the other player is

Observed Result

Its broken

Platform(s)

pc

Additional Notes

Will share 2 videos 1 with the player near the entities and 1 when the player is away somewhat from the entities. Again its like its something to do with the world grid and what grid the player/entity is in.

Working method - I ensured i was close to the entity spawn location

Seems to be working now.

Please keep this open for the time been as i will try to repro it until it does it

Ok so i have worked out the issue and its weird.

Ensure for testing its on a blank new session. Then it’ll be faulty and hide x amount in my case it was about half. Then every time you start/end the game it’ll hide another 1 until all are hidden then when all are hidden it works as normal. Unsure if this is just a editor session issue or not but this is highly bizarre.

(NOT TESTING ON PUBLISHED VERSION)

I don’t understand how or why this would even be an issue but it clearly is.

The reason i thought it was working as mentioned in the post above is i stopped/started so many times i think it then caught up and works as expected. After this further understanding of the issue this could also not be related to the world cells and instead be its own issue so please disregard the potential issue as being the world cells.

Video:

Code:

I dont use OnSimulate() i use a direct Setup() which i call from the master parent entity prefab to initiate the system as and when

Tested a private island code and the result is the same as above it shows to the player so i would assume it will be the same for Published islands.