I have a blueprint with a destructible mesh that looks fine if I place it in the level in the editor.
If I try to new it in game and teleport it to a location, it will appear in that location, but it will be flickering, and it will rarely respond to collisions/projectile hits. If I put a static mesh in the same blueprint, it works fine.
The flicker seems to be temporal, not camera related. It’s visible one frame, invisible the next. If I select the object in the editor, the flickering stops. If I deselect it, it starts flickering. If I change any property of the object in the editor, the flickering stops forever. Not all instances of this blueprint are flickering. Some work fine. Seems like some init order race condition bug. I’m on 4.1.
I’ve seen a similar flickering issue in 4.0 with a billboard blueprint, where it would flicker based on camera movement (not temporal). It was invisible more of the time than visible. Haven’t tested that in 4.1. My world is pretty huge, so the translations are in the hundreds of thousands of units, and the scales are thousands or tens of thousands. But a static mesh that was not billboarded appeared just fine in the same place.
I have r.HZBOcclusion off.
And that just gave me an idea… I turned off r.AllowOcclusionQueries, and that fixed the flickering!
So I have my workaround, but I’ll still report this, and leave it here for the record.