StaticMeshes turning black

I create static meshes as sub components to an actor. I create transient textures and generate the meshes. I create instanced materials that has the texture as a parameter and can see the material applied to the meshes but after a while, some meshes turns black. I have used TObjectRef pointers to material, i used SetMaterial as function to set the material to the mesh component. I tried adding uproperty attributes to the UTexture transient texture but no results. it looks like the materials or textures are disseappering anayway ?

Any thoughts ? I can share code and the whole repo is available at github named CSWUnreal

I can now see that its some kind of problem with the material and the dynamic material instance that i use.

I have a base material defined in editor. I create a dynamic material instance for each mesh with different texture. The first meshes get rendered ok but after a while some, not all meshes, turn black.

If i then edit the base material in the editor, do some change and save it, the scene is suddenly rendered ok.

I have u property handles to all textures, material instances and base material

It boils down to some kind of problem when using instanced material in combination with native textures and possibly mipmaps. I can replace all textures with one ype of generated chess pattern and just a few meshes get textured. If i then edit the base material i have instanced and saves it, the scene in the editor changes and all meshes are now textured ok.

I think UE has a serious problem with native transient textures in UE 5.5.

  1. The mechanism to build textures and mipmap levels somehow doesn’t work with dynamic instanced material when the load gets a bit high and the updates are done in tick or during gameplay and not in beginplay

  2. UE has some problem with threading when native mipmaps are provided. Easy to get a crash when muitiple mipmaps are provided

Can anyone at Epic take a look at this that works with textures and streaming ?

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