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
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. Weāre 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 arenāt 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 āso largeā currently I have just a prefab with a small mesh in it. Is that already āto 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 thatās supposed to move along with you) the child entity getās culled?
FORT-1031911 changed to āNeeds More Infoā. Weāre missing information that would help us determine the source of the issue.