Invisible actors

I’m having a little issue with my actors, it seems that they are turning invisible. (when in narrow areas)

It also is when the camera gets to close to the actor in the editor.

Hey kaosrio,

Would you post a screenshot of your static mesh displaying your bounds. If your object is disappearing or flickering even though a portion is still on screen, it may be because parts of it are outside of it’s bounds. Common reasons for this are: use of world position offset or displacement in a shader, Skeletal Mesh without a physics asset, or a component setup to inherit owner bounds.

This causes frustum culling, occlusion culling, shadow casting, indirect lighting cache and various other rendering functions to operate incorrectly. The most noticeable artifact will be flickering as you rotate the camera, since it will be incorrectly culled as soon as the bounds are off screen.

Visualize → Out of Bounds Pixels will show you any pixel that is outside of its object’s bounds.

Hi

Thank you for you the help, I’ve managed to fix it by increasing the Bounds Scale

This was an issue I’ve also experienced. The actor was always invisible, though (not just flickering when within a certain distance), after a recent change that was made. The issue was when the LOD’s “detail mode” was set to high. It was expected that the LODs would be less aggressive, for hero objects, with that setting. It seems that setting it to high nearly always breaks the visibility. The tooltip even notes: “If detail mode is >= system detail mode, primitive won’t be rendered.” I wasn’t fully sure what that meant, but now it makes sense: Don’t use it or it will unexpectedly become invisible. It should always be left as the default, “low.”

296287-unreal-lod-detailmode01.jpg