Meshes spawned with PCG's GPU instancing node, disappears on any graphic settings change

We are encountering an issue where static meshes spawned via the GPU “Spawn Static Mesh” node permanently disappear after changing any graphics settings. This issue can be reproduced in any project that uses GPU-based static mesh spawning, including the Cassini Sample from your sample projects.

When the graphics quality is changed (for example from Epic to High, Medium, or Low), all static meshes that were spawned through the GPU are removed and never reappear until you restart the editor.

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Steps to Reproduce

  1. Create a new Unreal Engine project with the Cassini Sample project
  2. Open the planet level where the GPU nodes are used to spawn asteroids
  3. Play the level and verify that the asteroids around the planet are visible.
  4. While the game is running, change any graphics quality through the console, like scalability from Low to Medium.
  5. Observe the scene after the graphics quality change.

Result

  • Static meshes spawned via the GPU disappear permanently.
  • They do not reappear even if:
    • Graphics quality is changed back

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Hi there,

Thanks for sharing the info. Would like to add that we are also experiencing same issue in 5.6. Thought only changes to graphics settings would trigger this behavior but actually any setting changes seems to repro. My guess is that the FGlobalComponentRecreateRenderStateContext object in UGameUserSettings::ApplySettings() is “flushing” those mentioned GPU instances generated by PCG?

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