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Skeletal Mesh disappears on some frames

Here's the setup:

I've a car, imported as a skeletal mesh, running a single animation that moves and rotates the car around a fixed track. The track is a static mesh imported from another fbx. (note: object has been scaled x10 - but that seems to work fine.)

The animation viewed in the animation window looks exactly right.

In the game view, and executables the mesh disappears on some frames of animation. I think the problem is that the mesh seems to view itself as off screen. Previously I had to set the 'AlwaysTickPoseAndRefreshBones', as it the animation stopped running and then reappear in the same position. Now the anim runs at a fixed rate but sometimes disappears.

I tried altering the near clipping plane (setting this to 0.1) in desperation, but this seems to happen when the car is a good distance from the camera (and the track mesh is always visible).

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asked Mar 28 '14 at 10:59 AM in Using UE4

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avatar image The3DStig Jul 09 '14 at 02:47 PM

Did you ever solve this?

I'm having the same issue! I've got an rigid skeleton mesh with animation (imported FBX from Max) that I've loaded into UE4. It plays fine in the asset editor but when viewing from the matinee camera it pops out of existence!

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1 answer: sort voted first

Make sure the collision bounds cover all of the mesh in it's physical asset.

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answered Jul 09 '14 at 03:03 PM

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avatar image Commander Shepard Jul 12 '15 at 07:19 PM

Korrekt !!!

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