This is happening even if Use Bounds from Master Pose and/or Attach Parent Bound are set to true
Steps to reproduce it in a clean project:
- Create a new project from 3rd person template
- Create new BP actor with two SkeletalMeshComponents and set Skeletal Mesh of both of them to the mannequin. offset one of them to side a little to be able to separate them visually.
- Set on of them as master and another as a slave (Set Master Pose Component node in constructor)
- Choose any animation and edit Pelvis bone Location, offset it by Z axis to 500 (or anywhere you like, it’s just to separate origin point from bounds calculated from PhysicsAsset)
- Create new Sequencer and place our BP in the scene and add it to Sequencer.
- Assign the edited animation to our BP
- Align camera so origin point is outside of camera frustum but character is in.
Result: You will see that Master component is visible and animating, but Slave is culled.
Expected: Both of them render simultaneously.
Edit: This is a regression, as it wasn’t happening in 4.18.