Spawned prefabs are going invisible when going away and returning but collision is still valid

Summary

I have spawned prefabs in the world and when the player character moves away from them they visually unrender then never re render when the player goes back into the area.

Collision is still valid so it looks like your bumping into nothing

World streaming is turned off so everything should always be in memory

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Stability

Steps to Reproduce

Have a map with prefabs i spawn mine but it might also work with none spawned prefabs.

Then walk away from the prefabs/entity for a few mins a good distance then go back the entity will be invisible but collision still valid.

Expected Result

It should always be visible

Observed Result

Its going invisible

Platform(s)

pc

Additional Notes

As a work around if you teleport the player away then bring them back it does then show again but its so bad when its all over the map so it needs fixing

I have a playtest code for epic to go into/try im happy to join with someone to show the issue

The longer your in a game it seems to be more stable but is so bad when you have a map run around then stuff is invisible :frowning:

Can this please be looked at this is one of the worst bugs to have in a new system everything is going invisible.

I’ve put a lot of time and effort into this new sg system creating my latest game and this bug is a game breaking one for sure.

Friend sent me this while playtesting the map

This is a constant thing you can even be in front of the entities and they just vanish sometimes can this please be fixed - The snip should be full of entities but visually they are all missing yet collisions ect still work

Could I get your island code or project ID? Thank you!

Sent on Discord

1 Like

The full plot is gone when i go and come back it will re-show

As you can see only the 1 plot is missing and when i go to the box/interact it teleports me away and then when i go back it will be rendered. Even when invisible you can see the collision is valid as its like I’m lagging but in fact I’m running into an invisible fence.

@Flak

So i think i have found the issue.

When you have 1 main entity that everything is attached too for a players game in my case i have a MainFarmEntity then when you go past the stream range then that entity is unloaded and anything attach to it is also unloaded even tho you are next to something that is attached to that main entity. This is why the entire farm is going missing at the end of the game area as that is just at the rough mark to pass the load range to the MainFarmEntity location.

If you need a diagram for the team let me know but i feel this is the main issue for this problem. Unsure why smaller parts can be invisible and come back but the one showing the entire thing going invisible is down to the stream distance being exceeded between the player and the entity that everything is attached too.

When a thing is a child on an entity it works as intended ie loads/unloads the issue comes when you have 1 entity and have things attached as children and that entity is unloaded then anything attached is also unloaded.

This MainFarmEntity is added to the main SimEntity but its still the unload range from that to the player that is causing the issue even tho everything attached to it should make the range bigger in effect

Thanks for the update yesterday @AtAshTag. This is a complex problem involving parent/child entity relevancy that we are looking to address properly in the future.

In the mean-time, you may be able to resolve it by removing the transform_component from the MainFarmEntity. Can you try this please, and let us know if it addresses the issue?

Thankyou for the response Dallan

So the main issue with the entire farm going missing i solved by splitting the MainFarmComp up into 4 sub comps so they render/load as and when should be expected.

Having said that the individual mesh_comps do still go invisible even when close in proximity so they should be within the load range. I feel this has 2 parts to the issue the first is we must as devs use 0.03 Sleep when removing/adding a mesh comp or it is also always invisible this is the first semi issue as it visually looks like a twitch when updating the mesh comp the second part in that they visually go but collision still is relevant to the player is a strange one and i cannot work it out currently. I thought maybe an LOD thing as I’m unsure if your award but sg mesh comps always use the lowest quality lod even if setup ie LOD 1,2,3,4 the mesh_comp always uses 4 which again causes another issue in the game.

So as i cannot easily change the MainFarmComp back now would this transform thing on a mesh_comp work as a workaround ? or is that only for the world streaming full vanishing act ?

Sorry for the slight confusing i think now these were 2 separate issues and it was coincidence that it happened full scale farm/single mesh and without working out the full farm issue (World Streaming) i just assumed it was the same issue.

This is the single mesh_comp issue and is not connected to the world streaming complex issue (The full farm vanishing)

FORT-1049617 has been ‘Backlogged’. This is an issue we’d like to address in the future.

Hey @Dallan-MT

This is the main issue i have now so all the fenced plots are all attached to 1 main entity and that works now with load distance ect after splitting them up but child entities can go missing. Can the transform comp you mentioned above fix this ? i dnt get why this is happening but its a game breaking issue :frowning:

Again

Can this be fixed this is a game breaking issue like how are we are the point that meshes don’t render ???

Another

I tried removing the transform comp on the crops and it messes up the system. I fixed the world stream issue with the entire farm going missing but this issue is directly on prefabs on things attached to that new separated farm entity. Its hit an miss the crops can go missing or the plot but fence shows or the entire plot including the box all are at separate child levels.

Its only the crops on this one makes no sense

Bump…

I fixed the issue with the entire farm going missing but there is a issue with mesh_comps can someone please help with this.