Hi everyone,
I’m running into an issue that is specific to a virtual production setup using Zero Density Reality Hub as the cluster solution — not a standard nDisplay setup. I’m posting here because the root cause likely sits in UE, but the symptom only appears on the render engines, not in the editor.
Setup:
- Unreal Engine 5.7
- Zero Density Reality Hub (own cluster solution, replaces nDisplay)
- 4 render engines loaded via Reality Hub
- PCG Graph: Get Actor Data (by Tag) → Surface Sampler → Static Mesh Spawner
- 4 mesh entries using Fab vegetation assets, all present in the project Content folder
- PCGWorldActor present in the level
- Generation Trigger: Generate on Load
- Evaluate World Position Offset: enabled on all mesh entries
- Nanite: disabled on all affected meshes
- nDisplay plugin: disabled in .uproject (was necessary to resolve a DisplayClusterGameEngine crash after migrating from UE 5.5 to 5.7)
Problem:
In the UE 5.7 editor on the workstation, all PCG-generated meshes display correctly — full materials, textures, alpha transparency and WPO wind animation. When the level is loaded via Reality Hub on the render engines, all PCG-generated meshes appear as untextured silhouettes with no alpha transparency and no WPO animation. The geometry is present and correctly placed. All non-PCG assets in the same level render correctly on the render engines.
Already tried:
- Forcing hard references to all 8 used materials via a Blueprint actor placed in the level → no effect
- Generation Trigger set to Generate at Runtime → meshes disappear completely, even in editor PIE
- Rebuilt the entire PCG setup using the new PCG Landscape Mode in UE 5.7 → same result
Current hypothesis:
The PCGWorldActor relies on nDisplay for cluster synchronization of PCG component data. With nDisplay disabled and replaced by Reality Hub’s own cluster solution, this synchronization may be broken — Reality Hub correctly syncs the geometry, but the material assignment of the ISM instances is lost in the process.
Before testing the obvious fix (re-enabling nDisplay), I wanted to ask: is PCGWorldActor fundamentally dependent on nDisplay for correct ISM material assignment in a cluster context? And are there known issues or workarounds for running PCG in a non-nDisplay cluster environment?
Thanks in advance.
Michael