Summary
Descendant mesh components cannot be disabled when a duplicate entity ID exists in the entity hierarchy of the mesh component.
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Stability
Steps to Reproduce
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Create an entity prefab component
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Copy the entities until your hierarchy contains 2 entities, in sequence, with the same ID.
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Place an entity with a mesh as a descendant of these 2 entities. The outliner should look like this:
P_NAME entity_id_duplicate entity_id_duplicate mesh_entity
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Add the following component to P_NAME that disables descendant mesh components at game start.
using { /Verse.org/SceneGraph } using { /Fortnite.com/Game } test_child_mesh_visible_component<public> := class<final_super>(component): OnBeginSimulation<override>():void = (super:)OnBeginSimulation() if: FortRoundManager := Entity.GetFortRoundManager[] then: FortRoundManager.SubscribeRoundStarted(OnRoundStarted) OnRoundStarted():void = for (DescendantMesh : Entity.FindDescendantComponents(mesh_component)): Print("Disable Descendant Mesh") DescendantMesh.Disable()
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Run the game
Expected Result
The descendant mesh component on mesh_entity
should be disabled (not visible).
Observed Result
The descendant mesh component is visible.
Platform(s)
PC