Is there a way to disable the Animated Mesh Device being affected by the LOD/culling system?
There seems to be a number of bugs related to the animated mesh being culled because of the camera.
If the animated mesh is not drawn because of the camera’s culling, it does not play and/or is behind in its animation when called to PlayAnimation() from a Verse script.
If the player is too far away from the animated mesh, it does not play and/or is behind in its animation when called to PlayAnimation() from a Verse script.
If the origin of the animated mesh is not visible in the camera’s view, the mesh is hidden, even if it has animated into the camera’s view. i.e. I have an animated mesh that comes out of the ground. Its origin is underground, so when I look at the animated mesh above ground its hidden, when I look into the ground towards the origin, its now visible.
I’ve tried disabling “Include Component in HLOD”, but still affected by LOD system.
I’ve tried changing the “Desired Max Draw Distance”, but still affected by LOD system.
“Current Max Draw Distance” is greyed out and unable to change.
Hopefully, its just some simple setting I’m missing or unaware of. Any help?
We are also seeing something similar, however via the Cinematic Sequence device (which internally isn’t much different).
It is unclear why the cull happens, but even slight differences in elevation will cause the mesh to disappear, even if we are next to the mesh horizontally. We’ll even see seemingly random culling occur based on the position, where if the player views the mesh from the left side of the stage, the mesh is fully visible, but upon moving towards the right of the stage, the mesh disappears entirely.
It appears Fortnite is applying an extra cull pass on meshes, even if the settings say to ignore any cull operations.
One thing to note is that currently in UEFN the bounding box of a SkeletalMesh, which is used to determine if it’s on screen and should be drawn (aka ‘frustum culling’), is fixed while playing an animation. You can make it bigger though using the Positive and Negative Bounds Extension properties of the SkeletalMesh. This may be worth playing with if you are seeing meshes disappear.
@Dig_Squid I’ve tried this and nothing changed for me. I get to about 75-80 meters away and it gets culled every time. I’ve tried using just the SkeletalMesh Asset as well as using it in a building prop blueprint and still gets culled. Incredibly frustrating. I’ve wasted days trying to solve this problem as it completely breaks my game.
@MrWayneTTV Thank you for the response. Would you please provide the following:
A Video of the issue
A Copy of their project or a new test project with the issue re-created (Zip up the project folder from “C:\Users<user_name>\Documents\Fortnite Projects”)
Report the issue through Help>Report Issue in UEFN
Could this be fixed by ticking the ‘Never Distance Cull’ on the animated objects static meshes?
I’ve had an issue in a game already released and an upcoming one where animated objects are extremely important to the game, but they will desync from their own hitboxes, or other components of the animation.
For example, I have a visual laser object, parented by a damage volume, and when it desyncs you will get eliminated by the damage volume, and yet the laser looks like it’s no where near you because it’s at a completely different part of the animation.
I’ve been looking for a fix for this for a while and I believed that enabling CCD was helping but from recent testing I no longer believe that is the case. I’m now turning off distance culling for all the animated objects and their damage volumes in hopes that it fixes it but I’d appreciate any advice from anyone else who has had the similar issues.