Visual lag on mesh_comp using anim comp

Summary

I noticed that after the recent fix with the mesh_component going invisible that now when you are passed a certain distance from a mesh_component that is using the keyframed_animation_component it has some kind of visual lag. The game is fine and ping is normal ect but the mesh_comp looks like its not smooth.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

World Building

Steps to Reproduce

Place a prefab in the world with the mesh_comp and the anim_comp then ensure your a good distance away from the prefab then respawn/get eliminated.

Expected Result

It should always be smooth

Observed Result

It doesn’t look smooth

Platform(s)

pc

Additional Notes

This could be some issue with the player respawning and rendering idk but it seems wrong. I only noticed now due to the bug being fixed and being able to see the mesh_comp. Unsure if this is a regression or new or intended ect

If any creators have seen this prior to the mesh_comp going invisible bug then please share the info so we get a better understanding if it happened prior to that bug.

As you can see the initial elim is close in distance so it look smooth after respawn but the 2nd elim i run up the ramp a good distance and it then looks abit laggy.

I will say it doesn’t look as clear on this snip maybe the quality idk but in game it looks worse.

Thank you, getting this to the devs.

Trying to get a better video as it doesn’t show it that good tbh

@Flak

This video might be better

I assume trying to capture the hitching is difficult with video recording software. Its more visible in game. If they want the project zipped ect let me know as i feel this could be an issue eventually.

This is a better video

I ran up the ramp initially then was eliminated then when i run up again that’s when it lags/hitches visually. My fps/ping was all ok its something to do with the animation_comp on a mesh.


Furthermore the mesh render distance seems to have also changed as now its like mesh_comps are reactive to render distance/streaming yet my world has streaming turned off and i have the option in the mesh_comp in the editor to not distance cull.

The mesh_comps show/hide on some distance to player and this could be part of the issue as to why the animation_comp looks like it hitching as when you get closer it seems to smooth out.

The status of FORT-998018 changed to ‘Needs Triage’. We’ve confirmed the issue and it’s waiting to be assigned to someone to fix it.