Static Meshes not loading. Strange holes.

Hello all.

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.

I have placed a screenshot below of my issue.

This is from the content pack “Nordic Coast Collections” just for reference. And I have tried to redownload the pack 3 times now to no avail.

Any suggestions would be greatly appreciated. Thanks!

Hi the_debutante,

What version of UE are you using? UE5.0 exhibited something similar but it was fixed in 5.2

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?

Or could it be the version compatibility?

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.

But really appreciate your help here!

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 :upside_down_face:)

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.

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the only thing that springs to mind is maybe the scale is negative?

Hmmm possibly… Away from the computer at the moment on my phone. But ill try that when I get home.

But that would mean all of the meshes would be reversed in the negative. Right?

yeah maybe - if that is the case, at least then you could select them all and change the scale all at once…

Yeah good thinking. I’ll give that a go. I’ll keep you updated if you don’t mind. Scratching my head on this one. Thanks again!

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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.

Any thoughts?

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

Set the material to double sided to check if you have flipped faces.

Mmm ok in the console command you mean or is there another way? Isn’t it “EnableTwoSidedGeometry 0”

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.

Screenshot 2023-08-20 at 2.05.37 PM

And thank you so much for your time here.

Are you adding the components in C++?

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?

You can see the actual instances for those InstancedStaticMeshComponents in the details panel on the right:

Each of those Components on the left are for a unique static mesh, they have “instances” which are shown there on the right.

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.

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