Why does this poseable mesh disappear when camera looks away?

I’m rotating and scaling the bones of a poseable mesh component. In my very simple scene (cube room actor, and this poseable mesh actor), if the player camera looks away from the actor’s position then it disappears. This is a problem because it’s being scaled, so if it’s large and the player looks left or right to watch it scale then it just disappears.

I assume the engine is trying to optimize. Is there a way to turn that off? If it’s not that, then what else can I try to stop/fix this?

In other scenes I have similarly distorted meshes that don’t seem to disappear just because the player camera looks away.

Thanks.

1 Like

Have you set the bounds on said actor?

I don’t think I’ve ever done such a thing for any actor. How would I go about doing that? Thanks.

Not sure if it’s what you meant, but I seem to have fixed the problem inspired by your comment – though I’m still confused.

The poseable mesh is a skeletal mesh, and with that import came a “PhysicalAsset.” So I made a duplicate, and I changed the physical asset to have only one collision volume, and I made it huge. Setting my poseable mesh to use this PhysicalAsset with the large volume has fixed the problem. I can now look away from the actors center location, and can still see it and its stretched elements.

Even though it’s fixed, I’m still left a little dissatisfied. I have never had to do this, and the PhysicsAsset editor did not seem to like me scaling the volume so large. I can’t help but feel this is not the best way to solve the problem. So, I’m still open to answers on how to do this better.

That said, I want to be done with the project, so I am going to move on and accept the solution as is.

Thanks.

I had the same issue and fixed it.
Inside actor’s details tab, there’s a rendering part, and inside it, there is a “bounds scale” option. Try playing with it.
Maybe this is not the best solution but still, works.

2 Likes

Thanks a lot. The “bounds scale” helps!

Best!

bounds scale worked thank you…

I don’t think these comments/answers are going to help you long term… it sounds to me (not that I am an expert) that you have a culling issue. Trying to solve that by ensuring that the actor is ALWAYS rendered (by increasing it’s triggering bounds), is not very good or efficient. My question is - if you aren’t rendering it - what’s the problem? If the answer is that it may change size dynamically (even outside the frustum) then the issue is you need to scale on a tick or something.

I would suggest you show how you’re scaling this - and more importantly when (and from where). That might help people give you better answers.