I have been having an issue with unreal 5.4. When I launch the nDisplay I notice that all of the nanite meshes in the scene do not show up in the inner frustum (ICVFX Camera). They do show up on the Outer Frustum perfectly, just not in the camera view. This was not an issue in 5.3. I dont know why this is happening, as soo as I disable Nanite on the meshes they appear in the camera view but I need them to be Nanite.
If anybody has any insights into this please help.
No there are no errors. It is very odd. Essentially when we push the scene on our LED Wall, the Outer frustum is totally fine but inside the Inner Frustum, everything that is Nanite does not show, as if it was marked as “Hidden in game” but they are not. If we move it around and save the project while it is Live on the wall some meshes come back but usually with a totally random or incorrect materials.
We have checked all the nDisplay settings and everything to do with the camera to make sure that it was not for some reason hiding meshes, but we couldnt find anything out of the ordinary. It seems like a bug, it is very easy to recreate too if you need to do some internal testing:
Set up any scene with Nanite and Non-Nanite meshes.
Create an nDisplay with an Inner Frustum linked to an ICVFX camera
Launch it on an LED Wall or any other display via Switchboard
You will now see the Nanite meshes are not appearing in the inner frustum
PS: We are using the ICVFX Template to create the project.
@hwpixo I encountered the same issue with 5.4 nDisplay, affecting not only Nanite meshes but non-Nanite meshes as well.
During my testing, I noticed a couple of things: when I selected meshes that weren’t visible in the inner frustum, hiding and then unhiding them in the editor viewport made them appear. I also toggled the “eye” icon on and off in the outliner, which caused the meshes to reappear as well.
Additionally, once the meshes reappeared in the inner frustum, it didn’t affect the level snapshot when switching to another scene state.
However, it’s frustrating to have to go through this process every time I launch it on Switchboard, and it seems like this is just a temporary fix. As you mentioned, this could likely be a bug in 5.4.
Have been running into this too in 5.5.. just saw meshes not appearing in frustum and some appear with incorrect materials after I had converted some of the meshes to nanite then synced that update.. this persisted until I set disallow nanite on the meshes in the level that I had converted and that did make the problem go away.
Toggling visibility on the missing meshes seems to bring back visibility on some meshes but it causes others to disappear and often come back with the wrong materials. That visibility is not something that should be transacted to renders in session so it seems odd that would have any impact.
Very curious what’s causing this, but just found a somewhat efficient workaround.. Compiling and saving a blueprint while in session seems to reset everything to the correct state