Must use a Sleep(0.03) when changing a mesh_component on an entity or it will not update visually

Summary

As title says. When you remove a mesh_comp then add a new one this cannot be in the same tick or it doesn’t work. You need to have a Sleep() and 0.03 seems to be the lowest it would work at.

I would think you could add a mesh_comp to an entity in the same tick if you first removed the old one but apparently not.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

World Building

Steps to Reproduce

Have a entity and remove the mesh_comp from the entity and add a new one in the same tick

Expected Result

i think if ordered correctly ie remove first then add it should be valid in the same tick

Observed Result

It fails unless you use Sleep(0.03)

Platform(s)

PC

Additional Notes

UpdateMeshComp()<suspends>:void=
    if(MeshComp := Entity.GetComponent[mesh_component]):
        MeshComp.RemoveFromEntity()
    Sleep(0.03) # Need this to work - Without this it doesnt work
    if(NewMesh := GetCropStagePrefab(CropType, CurrentStage, Entity)?):
        Entity.AddComponents(array{NewMesh})