Destructible Mesh not rendering when spawned

I am making buildings with destructible walls and so have created a blueprint actor for the wall. I then use child actor versions of this for the walls of the building blueprint actor. It all works great when I place them by hand but I am using a third blueprint to place them procedurally and this is where I’m running into a problem.

All the static parts of the building render fine but the destructible child actor walls don’t render. Their behaviour is completely intact and as soon as they fracture they become visible again. If I simulate the scene so that I can move the camera around freely, At a significant distance the walls render but up close they vanish again.

I saw this thread:

but when I tested the bounds after spawning they all returned correct results as far as I could tell.

I’m not sure if this is a bug or not but if anyone else has had this problem and solved it that would be appreciated.

I don’t think its a bug, my projects have lots of child Destructible Meshes and it works fine, maybe you render setting are incorrect I remember there a render setting for distance try to play with that.

I recreated the actor that spawns them, exactly the same and now they render as intended. I’ll put it down to one of UE4’s little idiosyncrasies, either that or I made some minor change in the process of building it and didn’t notice. Either way it works now so I won’t tempt my luck.