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.
Any updates on this? Spawning Scene graph entities that have meshes for my boss are even worse and it has been this way since the beta got released.
Only this 1 row displays visually even though all the red spikes + the orange spikes are supposed to be there too. They just donāt visually show, collision is there when I run around.
The left image is from when scene graph was in experimental. Iām happy to provide whatever is needed to help this get fixed!
I can confirm this bug happening (no visuals but collision existing). It happens somewhat randomly, specially when doing actions such as first adding an entity to the scene during runtime, reparenting and removing/readding to sceneā¦
Iām having a similar problem, but it triggers randomly. All of my scene graph entities are pre-placed in the editor. The majority of times all of them are working correctly, but when they do break, it happens to multiple instances at once.
Each entity has three components:
MyOwnComponent - Teleports a beacon to the entity and enables it
mesh_component
CustomInteractableComponent - A subclass of interactable_component, handling some additional logic.
Thatās a simplified list, they are made out of 2 other entities as well, but I wonāt go into that.
The beacons are teleported to the entities, but all other components are not active: the mesh is not visible, the interaction is not enabled. In my experience, the issue only happens to the entities far out of the playersā world partition loading range. All players have the same entities instances not working, so the issue is server-side.
Weāve encountered this as well. When we disable nanite virualization in our settings - the bug resolves itself. Not a workaround for shipping, but helped us in production.