[Scene Graph] Mesh Components are just disappearing

Summary

Random mesh components with prefabs are just randomly disappearing. It’s not consistent and doesn’t always happen to the same meshes.

Please select what you are reporting on:

Creative

What Type of Bug are you experiencing?

Assets

Steps to Reproduce

Have a lot of prefabs in game
Hit Play

Expected Result

See and Interact with all meshes

Observed Result

Random meshes missing and glitchy

Platform(s)

windows

Hi @TomJank :slight_smile: The team is taking a look.

In my tests, the mesh disappeared based on the proximity. If the player respawned / died near the mesh, it stays, but if it happened at longer distance to that mesh, it disappeared.

FORT-989912 has been ‘Closed’ as a duplicate of an existing known issue.

Don’t let that scare you, we’re digging in here.

Here is our internal ticket for this: UE-226428

I’ve found a few things related to that problem.

We know that pre-placed entities (prefab or normal) should never distance cull. That’s been shared by an Epic staff here on the forums and I personally rely my project on that for my Mega Grants project.

Here are two scenarios that can be reliably reproduced in-game.

Preparation:

  • place a prefab with a mesh in the editor
  • start the session

A)

  • face the camera to the entity mesh and fly away from it while looking at it
  • at 1000+ meters it will cull
  • fly back to it while never facing away the camera, it will re-appear nearby

B) [Does not always happen, but works some times]

  • face the camera to the entity mesh and fly away from it while looking at it
  • at 1000+ meters it will cull
  • face away the camera after it culled for a short time (similar to when the player re-spawns far away)
  • fly back to it, it will NOT re-appear anymore (potentially for the rest of the game)
2 Likes

Broke our whole map, please fix ASAP

2 Likes

Has also completely broken our map 6872-6995-0659

In my tests they’re disappearing in my area of respawning.
Haven’t tried dying near the mesh though, will try.

Been having this issue since the last couple of releases btw.

Someone figured out a temporary workaround for entities that really need a quick patch in the meantime.

If you have an @editable reference to an entity / prefab set in your editor maintained entity components, it will still distance cull, but it won’t disappear when the player comes back to it, even after respawning.

To collect a list of references such as for @editable List: []entity I created a little HTML tool that parses copied entity list from the outliner. You are required to fill the string_to_insert with the correct level reference (including a trailing dot) to make the generated lists have a valid format.

DISCLAIMER:

I will not provide support for this tool nor do I guarantee any future maintenance of that tool. Anyone is free to copy and fix it for their needs as it might not handle every edge case.

Here’s the link to the repo:

https://github.com/vz-creates/uefn-tools

Here’s an example image:

Enjoy :+1:

2 Likes

Thanks :slight_smile: that was me, I was waiting for more people to test it before sharing more widely but here we go haha. It says my video is too big to upload but it seems when you add an entity as an editable it somehow forces it to stay rendered. Thank you for making the tool to make it easier to make my array!

3 Likes