Scenegraph Prefab Issue With Mesh Visibility

Summary

So ive started doing more SG things and ive noticed when i create a prefab and attach a mesh_component ect when i drag it into the world its blank and i have to restart uefn ect then itll show. Unsure if this is a known issue but thought id raise it just incase its not.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Other

Steps to Reproduce

Create a prefab and attach mesh_component and assign a mesh you create via modelling mode. Drag the prefab into the viewport and it will be blank its like it also doesnt save the components ect as when i added a custom comp it also didnt show until i restarted

Expected Result

It should show/work as intended

Observed Result

It doesnt work unless i restart uefn

Platform(s)

pc

Additional Notes

In the bug report for under this list

What Type of Bug are you experiencing?

Could there be maybe a SceneGraph selection as i think itll help find things using search in the forums.

ps if you need a vid just ask but its a basic thing to repro on my pc

hi @AtAshTag ,
Maybe this is similar to your problem with SceneGraph Prefab (worth following)
(Scene Graph) Descendant mesh components cannot be disabled when a duplicate entity ID exists in the entity hierarchy of the mesh component

  1. Create an entity prefab component
  1. Copy the entities until your hierarchy contains 2 entities, in sequence, with the same ID.
  2. Place an entity with a mesh as a descendant of these 2 entities

Having a Scenegraph section/t search tag

I looked at this post and tbh its nothing like this issue this is just a standard action thats not being made visible when dragging into the world. This is like the basic of basics as to what should work in a system.