Mesh not visible when off screen during animation.

I have a turret-like thing that has a projectile leave and return back to the turret (sort of like a grappling hook) and it’s important to be able to see it even when you’re not facing the turret body itself. An animation plays during certain conditions and its this animation that drives the projectile forward then back.

My problem is that when you’re not looking directly at the turret when it gets shot, the mesh of the projectile doesn’t get rendered. If you look at the main body of the turret and then turn away during the shooting animation the mesh disappears. However, the bone is still being shot out and returns (overlaps get triggered by a collision volume attached to a bone in the projectile).

MeshComponentUpdateFlag is set to Always Tick Pose and Refresh Bones.

Some advice would greatly be appreciated here. I’ll keep poking around, will update if I find a solution (even if it’s something obvious that will make me feel dumb).

Check out this answer: https://answers.unrealengine.com/questions/10942/off-screen-animations.html

Notably the post that has the images of the editor at the bottom with “SMU_AlwaysTickPoseAndRefreshBone”

That doesn’t help at all.

Figured it out;

In your blueprint (or code) you need to adjust Bounds Scale under Rendering under whichever mesh you’re working with.