[ SCENE GRAPH ] Spawned entities dissapear or cull when far from world origin.

Summary

Entities dissapear or cull when far from world origin. It seems specific to deeply nested entities, top entities seem to be fine.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Stability

Steps to Reproduce

Create parent entity
Create child entity
Create child child entity

Move the entities away from the origin.
Observe certain entities disappearing.

Expected Result

No entities should cull or disappear.

Observed Result

Entities disappear

Platform(s)

all

Video

Same issue here

Currently entity replication is based on the origin of the parent entity. If your parent entity goes out of network relevancy, then the children are also removed. We’re discussing inverting this in the near future (children are used for relevancy testing, which makes the parent also relevant). In the meantime you will have to make sure that prefabs aren’t so large that their root entity is culled while children should ideally still be rendering for the players.

1 Like

Is there any reason behind the entities behaving differently than normal static mesh actors? I understand that childs are disappearing because of parent is calculated to disappear, but actors get culled much much further and they do not have the same issue as entities with (dis)appear behavior (when player moves X meters far from the origin and then starts to move back, the entities appear back after around X/2 meters). The re-appear distance is awfully low imo. See video below.

Could you clarify ā€œso largeā€ currently I have just a prefab with a small mesh in it. Is that already ā€œto largeā€?

To me the issue seems like the origin is not moving with the parent entity at all. So when you are far away (from the origin that’s supposed to move along with you) the child entity get’s culled?

FORT-1031911 changed to ā€˜Needs More Info’. We’re missing information that would help us determine the source of the issue.

I think he meant that entity cant be so large that when you get far from its origin point, and the distance between player and the origin is enough to trigger culling, you are still seeing the entiy from upclose.

I was actually able to replicate this by having long Cube (like 300m x 3m x 3m) and while I was running away from the center of that cube, the cube suddenly disappeared below my feet, because it got culled (as the distance between player and the origin was over the culling threshold).

If you need a fix for small objects in distance, there is none, yet. You would have to somehow move the origin of that entities closer to player.