Mesh Component Not Responding to Enable/Disable in Verse-Spawned Entities

Summary

Issue: Calling mesh_component.Disable() or Enable() via Verse does not consistently update the component’s visibility or behavior. In some cases, the mesh remains active or inactive regardless of the function call.

Please select what you are reporting on:

Verse

What Type of Bug are you experiencing?

Verse

Steps to Reproduce

  • Create A Prefab

  • Attach a mesh_component to an entity.

  • Spawn it Using Verse in the Island [Do not add it directly in Level]

  • Attempt to disable or enable it using Verse during runtime.

  • Observe that the mesh may not reflect the expected state change.

Expected Result

Calling Disable() or Enable() should reliably toggle the mesh’s visibility and interaction state.

Observed Result

Calling Disable() or Enable() is not toggling the mesh’s rendering and interaction state.

Platform(s)

UEFN, Verse, Scene Graph

Additional Notes

Request: Clarification on whether this is a known limitation or a bug. If timing or setup constraints are involved, documentation or error feedback would be helpful.

Getting someone to take a look.