Moving an entity from one parent to another causes the mesh_component to become invisible.
I was attempting to make a custom door component. As the component is initializing, it finds the door panel mesh entity and attempts to attach it to the door hinge entity. It seems that removing or reparenting the entity in any way triggers the bug.
I attempted several different methods to work around this. Basic attempt, just tried attaching to door hinge. Also tried removing from parent first then adding to door hinge. Also tried removing from parent, attaching to the simulation entity, then attaching to the door hinge. Also tried toggling mesh components visibility. Also tried just adding to the simulation entity. Also tried adding sleeps between. The mesh component does maintain its collision + transforms, but all attempts had the same result of the mesh component not being visible.
I look to the forums to see if anyone else is experiencing this bug, and find this thread where it’s set to be fixed in v38.00, then edited later saying it wasn’t fixed. Then the thread was closed because “Couldn’t be reproduced”.
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Scene Graph
Steps to Reproduce
Create a prefab with this hierarchy:
—RootEntity
— —DoorPivotEntity (tagged door_pivot_tag)
— —MeshRootEntity
— — —DoorPanelEntity (tagged door_panel_tag, and mesh_component attached)
Make a verse script that grabs the door pivot and door panel from their tags, then it attaches the door panel entity to the door pivot entity (use any method).
Place the prefab in the level, hit play, observe bug.
Expected Result
The expected result is for the DoorPanelEntity to attach to DoorPivotEntity and maintain its global transform.
Observed Result
The observed result is the mesh_component of DoorPanelEntity losing visibility but maintaining transform + collision
FORT-1105773 has been marked “Fixed” with the statement that it “will be addressed in 41.00,” but this status was posted on August 4 when UEFN was already past 41.00.
Runtime reparenting of an entity containing a mesh_component causes the mesh to stop rendering. The entity itself remains valid, its transform updates correctly, and collision continues to function.
Can this ticket please be reopened or can Epic clarify which release actually contains the fix? The listed fix version of 41.00 appears to be incorrect.
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Lorem ipsum dolor sit amet consectetur adipiscing elit. Quisque faucibus ex sapien vitae pellentesque sem placerat. In id cursus mi pretium tellus duis convallis. Tempus leo eu aenean sed diam urna tempor. Pulvinar vivamus fringilla lacus nec metus bibendum egestas. Iaculis massa nisl malesuada lacinia integer nunc posuere. Ut hendrerit semper vel class aptent taciti sociosqu. Ad litora torquent per conubia nostra inceptos himenaeos.
Lorem ipsum dolor sit amet consectetur adipiscing elit. Quisque faucibus ex sapien vitae pellentesque sem placerat. In id cursus mi pretium tellus duis convallis. Tempus leo eu aenean sed diam urna tempor. Pulvinar vivamus fringilla lacus nec metus bibendum egestas. Iaculis massa nisl malesuada lacinia integer nunc posuere. Ut hendrerit semper vel class aptent taciti sociosqu. Ad litora torquent per conubia nostra inceptos himenaeos.
I brought this bug to the attention of my boss. They tried passing it on to our Epic Games contact. Our Epic Games contact told me make a detailed forum post. Then the forum post gets ignored for months. Then the forum post gets closed as “fixed” in an update version that had already past. Bug still not fixed. And were expected to use Verse code for UE6