Summary
Scene graph mesh components with pre fabs randomly will not display if spawned into the world from code after certain distances
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Other
Steps to Reproduce
Spawn a prefab entity that has a mesh component into the world. Keep running further and further from 0,0,0 and you will notice the entity not showing its mesh component 100% of the time even though the simulation will still run.
Expected Result
Mesh component and simulation should display 100% of the time.
Observed Result
Mesh component does not display 100% of the time
Platform(s)
PC
Video
Additional Notes
Here is the verse code I am using. I get a NPC simulationEntity and add my Magic_Entity to that simulation to bring it into the world then setting the location of the new entity to the global Transform of the player. I do something similar with the Scene graph entities in my boss fight that I show in the video, all of my boss fight mesh components are not showing as well.
SpawnEntity(Player : c_player, Magic_Entity : entity):void=
if(FC := Player.Player.GetFortCharacter):
Loc := (/Verse.org/SpatialMath:)transform :
Translation := FromVector3(FC.GetTransform().Translation) + (/Verse.org/SpatialMath:)vector3:
Up := ZOffset
Rotation := FromRotation(FC.GetViewRotation())
if(World := NPC.GetSimulationEntity):
World.AddEntities(array{Magic_Entity})
Magic_Entity.SetGlobalTransform(Loc)
if(VerseComponent := Magic_Entity.GetComponent[magic_damage_component]):
set VerseComponent.MaybePlayer = option{Player}
if(VFXComponent := Magic_Entity.GetComponent[magic_vfx_component]):
set VFXComponent.MaybePlayer = option{Player}
if(SphereComponent := Magic_Entity.GetComponent[magic_sphere_component]):
set SphereComponent.MaybePlayer = option{Player}