This becomes a problem in first-person as seen in the video, body parts disappear when not in view enough; animations will play with hands missing.
Any ideas?
This becomes a problem in first-person as seen in the video, body parts disappear when not in view enough; animations will play with hands missing.
Any ideas?
What governs whether skeletal meshes get frustum culled in UE is the Physics Asset. When skeletal mesh doesn’t have physics asset or physics asset capsuled don’t at least roughly match the skeletal mesh volume, it gets often culled prematurely.
Having some success with character parts, by setting
parent mesh Bounds Scale
to 1.5 (or more) + enabling Hidden Shadow
and children to Use Attach Parent Bound
.
Shadow becomes glitchy at a particular angle.
Not ideal, but bearable vs. missing body parts.
(Not necessary in non-Lyra 5.1.1 vs. this being Lyra 5.2.1.)