Running into a strange issue with my blueprint class static meshes. (Normal static meshes are acting fine.) But seeing these large holes in the meshes.
Using 5.2. But did forget to mention the asset pack was for 5.1 and hasn’t been updated. I did choose the closet alternative before adding it to my level of course.
Following a tutorial youtube though and see people commenting only a few days ago and no one else seems to be having this problem.
Also using a Mac Studio just FYI. But haven’t seen this issue before with any other assets packs. But this is the first time I have used blueprint classes so maybe that’s part of my issue?
The problem was more in the engine - I wouldn’t have thought it would be carried over in the asset pack. Is the mesh just a “StaticMeshComponent” in your blueprint?
Ah interesting development here! You’re right. The problem is definitely in the engine… but not sure why. And no. I don’t think the Components are actually in the blueprint because when I go through the list the glitchy ones are not present.
Also, when was just messing around in the blueprint editor and just realized the meshes are all in there just either positioned backwards (So the face of the mesh doesn’t show) or even a bit separated from the whole class. But in a weird way…
Trying to word this right because its acting strange that’s for sure.
I was able to move some meshes around and basically edit the blueprint so it looks decent… but there are are a bunch of blueprints here… So thats going to take some time to say the least.
Just wondering how these meshes either disappeared or got moved around within the blueprint. Can’t find any discussions on this topic anywhere… Seems like a one off thing.
Mmmm ok… was messing with a smaller blueprint instead of the larger cliffs and I see what the issue is. Same thing I was explaining in my last reply but here are some screenshots.
So they aren’t holes they are simply not facing the right way or upside down so the back of the mesh where their is no actual art isn’t showing.
So its fixable! But tedious that is for sure because almost all of the blueprint classes are just compiled wrong (And no… if I hit the compile button there’s no quick fix )
But on the right track! Have you ever seen this? Or possibly have a quick solution?
Don’t mind going through the drudgery of flipping all of the meshes around… But would rather not lol.
Ok finally have time to get back to this mess. But still no luck. I tried changing the scale all at once like you suggested. But the problem is that I can’t select them all!
Some of these meshes just aren’t located in the components folder or drop down menu. But they DO appear in the viewport (And usually upside down). I simply can’t select them or click on them as individual meshes therefore can’t fix all of the lopsided meshes individually.
Was willing to go through each one and arrange them properly but seems like I cant. Pretty frustrating.
I tried just about everything, but again, not super familiar with blueprint classes and arranging static mesh.
To add to that… let’s say for one particular mesh, like in the image below, I have only 6 present “InstancedStaticMesh” in the components drop down. Yet clearly, there are more than 6 in the viewport. So they are like ghost meshes… Strange.
In this screenshot I pointed to to the mesh that is upside down and not selectable. Just can’t click on it or find it anywhere
And don’t you think I have a bigger issue if all of my “InstancedStaticMesh” Components arent appearing?
If you can see here in this sceenshot it does skip from 6 to 15. How could I retrieve those?
I think you might be on the right track with making a two sided mesh as far as fixing the arrangement. But still aren’t able to even locate some of them.
No actually downloaded them all from the marketplace. “Nordic Coast Collections” that’s what is so odd. No one else seems to be having this issue.
Redownloaded the pack a few times already and no luck there.
Haven’t dove into C++ at all so no experience with it. Willing to though. Do you think there’s something inside of Xcode that could be causing the issue?
Oh shoot that’s so helpful! Not sure how I glanced over that. OK fantastic thank you. Going to see what I can do with the individual members transform panel.