Setting view distance to medium or low causes my modular character to break apart

Hey guys I hope you can bring some light on what’s going on here, I’m starting to worry after investigating this problem for a while without any luck.

The problem is as described in the title, I have this modular metahuman with some clothes, some of them are rigged by the same person that created the model, in others I copied the rig from the mh character using those new tools in the editor.
So everything seems fine, those parts follow the animations correctly, but then if I reduce the view distance to medium or low everything goes to hell, the meshes start deforming as when I use an animation in the wrong skeleton, some bones moves other stay fixed, etc.

Does anyone know what could be happening here?

For more detail, each cloth is a skeletal mesh, child of the main mesh which is set to leader pose component, and as stated, everything works fine until I lower the view distance. I can’t even think a single valid reason this would affect the character, especially because the camera is practically on his neck.

If someone with a similar setup can test it and provide feedback I would really appreciate it.

Please, I need some help, is there a way to get contact someone from Epic?

Hey there @KEV6172! This sounds like it’s an LOD issue. As a test, you could force LOD 0 on all pieces. After that, does it still break?

Thanks, but I’m afraid that there is a single LOD, they are parts of the main character which is supposed to be always at max detail.

I’m kinda panicking right now, I can deal with most problems as they appear, but when happens something like this which doesn’t make sense at all I wonder what’s the point.

@KEV6172 you probably run a setup, where your root mesh is most likely an invis mesh (mesh with one poly) or something like that. In the meshes down the hierarchy, make sure you enable the option in Visibility Based Anim Tick Option. You can play around with other options in Optimization tab and see if anything helps

image

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Understood, my next thought is the same as Artemb, if the camera location/range is affecting them, it’s possible they should just all be set to Always Tick Pose and Refresh Bones. If that doesn’t work, could we see the issues at play?

Hey thanks! The root mesh is not invisible, it’s the metahuman body.
Anyway, I will play with the settings you mentioned and see if that helps.

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Sorry I don’t have a video I hope the images are descriptive enough.
Seems like some bones are following the montage and other don’t?
This doesn’t happen when view distance is set to high or higher

My meshes settings are default, exactly as shown in your image,
Tried playing around with them but doesn’t seem to make any difference.

BTW, thank you very much for trying to help, I really appreciate it

Is it just the cloth physics or are these clothes all following the bones as well?

The latter

Seems like a problem with bounds. “Always tick pose and refresh bones” usually fixes it.
You wanna look for “Use attached parent bounds” checkbox in the details panel, and possibly mess with the scale. Try different combinations. Check it, uncheck it, change the scale.

Thanks! But I’m afraid it doesn’t make a difference either :frowning:
Tried both options with a lot of different scale values, it doesn’t change a bit.

Also guys, why anything of this would make sense?
Setting view distance even at its lowest value shouldn’t affect the player character at all since it’s always right next to the camera.

This is extremely weird bug. Happens with only the clothing piece?
What if you disable cloth sim? Maybe there’s some optimization happens for the physical asset? Majority of the problems I experienced always were fixed by the things I’ve suggested.

One more thing you can try is going alternative route with your customization setup and look at either Mutable for generation of one mesh from your pieces, or Skeletal Merging, if you wanna go a bit lower level with it and do all of the logic yourself.

I’m afraid already tried that, along with pretty much every configurable thing in the SK Mesh and nothing changes the result.

Should I report this as a bug?
I feel I would be wasting my time even more tho, much easier to reproduce bugs are being ignored right now.

I would definitely report it just in case, but I would also look into other methods for modular clothing to see if it’d change the outcome. My experience with technical art of any type is on the lower end however.