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})