Hey I’m not sure why adding the offset solved the issue for you, but I did some more investigating and I think I found the source of the issue.
On the Poseable Mesh Component on your blueprint, if you look in the rendering section of the details panel, there’s a field called “Bounds scale”…it seems that the reason that the mesh was disappearing and reappearing was because the scene root (which is not visible in game) of whatever you’re using to create the ragdoll mesh was out of the camera’s view. I believe that this is used as an optimization, similar to culling. Increasing the bounds scale will essentially give the scene root more of a “detection” radius if I understand it correctly. I bumped the bounds scale up to 100, which I’m sure was way too high, but the meshes never disappear now. Give it a try and see if it works!
My best guess for WHY the scene root was out of the camera view when you could clearly see the mesh is that, since you’re working with ragdolls, the physics causes the ragdoll to be in one place, while the scene root could be in a completely different place. When this was happening to me, the disappearing wouldn’t happen 100% of the time, and when it did happen, it seemed that it occurred at somewhat arbitrary camera locations.
One thing to note is, I couldn’t access the bounds scale variable through blueprint nodes, it must not be exposed to a node for some reason. So in my use case, I created a BP_Corpse that has an empty Poseable Mesh Component with the default Bounds Scale set to 100. Then in a custom event I set the Skeletal Mesh and pose to be that of the ragdoll that I want to capture.
Hope this helps! I’m certainly relieved to have found a solution for myself.