(UE5) Possessed Pawn is disappearing certain distance

Hello there,

I am currently trying to create a basic hovering pawn to which the player is able to switch to and drive it with the third person char (with collision set to query only) attached to the pawn.

This is works fine. But when I drive for approx. 2000 units the newly possessed pawn disappears and eventually reappears at the point of possession. The third person char and camera stays at the point of disappearing.

When I start with the Hover Pawn directly no such problem appears.

Hopefully some of you have an Idea of what‘s happening.

Thanks in Advance!

I’m just guessing. If you can confirm that the reported actor locations are still OK when they are not visible then it sounds like some kind of occlusion culling. I had something similar going on back when I coded an equipment system where I attached equipment meshes to skeletal meshes and I had to set a boolean on the equipped mesh after attachment so that they wouldn’t be culled. Those booleans were:
Static mesh:
UseAttachParentBound
Skeletal mesh:
UseBoundsFromMasterPoseComponent

If your on UE5 there is an option on the Object BP in the level called “Is Spatially Loaded”

turning this setting to off stops the object from disappearing after 2000units for me

might be worth figuring out something like “Data Layers” as a different way of loading it or something idk

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Hey there!
Thank you for your answer! Unfortunately it has nothing to do with your proposed solution although I will keep that in mind for when I implement my Equipment System! So Thanks in advance!

Hey Steve!
Thank you for your answer! That indeed helped to solve the problem but now the pawn disappears at approximately 10km from the starting point. I too think it has something to do with the world partition system or so…

Nevertheless that answered my question so I’ll mark this as solution!

Who wants to race more than 10km anyway? ^^

So I just found the solution to that:

The Thing is that UE5 in it’s current state is able to handle large worlds but one needs to enable the “Enable Large World” Checkbox in the Advanced part of the World Settings panel

I wish everyone who sees this good luck with their projects and a very nice day!
LargeWorld

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Thanks so much for this Tip! You saved me big time! :star_struck:

If using World Partition try setting the “Is Spatially Loaded” in the pawn’s blueprint to false

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could u help with my new post?? Need help with my swipe controlls.