I have tried to put my own skeletal mesh (3dsmax -> FBX 2013) in to replace the current one in the third person template. The trouble is that the mesh flickers and dissappears when I move the camera around.
Does anybody have any ideas why this would happen?
A video from the problem + a picture from your material setup will help us to solve your problem Does this flickering also appears when you just place the mesh into your level?
Video would help but as a rule of thumb if an object flickers it’s usually an indication you have some type of Z-buffer fighting going one.
Usually this occurs when you have two objects sharing the same space and the faces of the object fighting over who gets rendered first and sometimes can result in an object not being rendered at all.
Since it is a player model one could assume that you don’t have a LOD set up properly.
Can you open your skeletal mesh up in the editor and turn on Show Bounds? It sounds like the bounds are incorrect or tiny, causing the mesh to get culled as it animates.
I have looked at all the items mentioned above and see no differences in this skeletal mesh to another.
I am going to back to the model before export and confirm there isn’t a duplicated mesh by chance, done and no faces inside of faces or anything hidden.
The LOD is the same as any other skeleton mesh I have
The yellow bounds seem the same size as any other of our character models
As Michael says this sounds like a bounds problem - we use them to determine if we should draw the mesh or not. Do you have a PhysicsAsset assigned to your mesh? That is what we use to calculate the mesh bounds as it animates.
ooh I getcha and yes those where created the first time I imported the skel mesh. However we have been just replacing the mesh over and over as we make changes to the weight paint etc.
I will delete the physics asset when i get home and the skel mesh re-import and see if that solves it.
Hi. I can not remember exactly what I deleted. It was along the lines of setting the physics asset in the blueprint, which I assume would cause the bounds issue as it was setting the incorrect PhysicsAsset and then trying to simulate physics.
Sorry for the confusion. I feel a little stupid, ha.
I’m having this issue with a skeletal mesh as well, but I haven’t touched the blueprints on my level so far. It’s only happening after I export the mesh from Unreal, delete the old one, then import it again. I’m doing this to solve an issue with the physics asset that unreal generates for it, the first one is much too big, and it’s impossible to approach the mesh in game, but when exported then imported, it makes a correct physics asset, but the mesh blinks. I looked at the show bounds in the editor, but I’m not sure what I should be looking for. There’s a blue box around the whole thing, and a yellow sphere around the blue box.