Missing child SkeletalMeshComponents in MRQ world partition render

We are seeing an issue with missing SkeletalMesh components in MRQ. The world is a world partition level. Some characters are placed in the level and are added to Sequencer as possessables. The actors have a main body mesh, and child skeletal meshes driven either with SetLeaderPose or CopyPoseFromMesh. When we render, we see the main body mesh, but none of the child skeletal meshes. All appropriate data layers are active and the area is streamed in.

If we convert the binding to a spawnable, then we can see all meshes. We set “Render Warm up Count” and “Engine Warm Up Count” to 64 to see if it just needs more time to load, but it had no effect. Any idea why a possessable wouldn’t load any child SkeletalMeshComponents?

Steps to Reproduce

  1. Create world partition world
  2. Add a Blueprint character with a main skeletal mesh and a child skeletal mesh driven by leader pose
  3. Create a level sequence with the character as a possessable
  4. Render the with MRQ. The child SkeletalMeshes are not loaded.

Hey there,

Apologies for the delay, can you confirm some things with your setup?

  • Is the animation being played root motion?
  • Does this happen playing the sequence in pie?
  • When using leader pose component are you using “Use Bounds from Leader Pose Component” or is the bounds scale set properly for your child object?

Dustin

This ended up being an issue with one of our components brought about by the activation of RuntimeCellTransformers rerunning construction scripts at runtime. Some of the updates we made to accommodate this ended up causing this issue. But we reconfigured things to properly serialized and reconstruct the components.

Ah gotcha, that makes sense that could happen. Apologies for the delay again, I’ll close this one out.