Some static meshes in my blueprint will not update their transformation in my level

I am using VR-template and recreating a VR experience. I have level streaming but that doesn’t seem to be the issue. I have a blueprint with a bunch of static meshes. When I move a mesh in the viewer window and hit compile and save the mesh does not update in whatever level the blueprint actor is in. The weird thing is that it happened before and I deleted the mesh and re imported to fix that. But now I can’t keep doing that. This happens occasionally on one mesh in a blueprint actor. Is not the same one every time. The mesh is not the same either. I tried closing the editor and deleting the saved and intermediate folders to make sure it wasn’t weird ue4 cache saved. Now when I move the affected mesh it will not move in the level but the blueprint actor will have the correct update saved always. But the world will show the old position before it got corrupted. I tried searching for someone that might have encountered the same problem but I have not seen anything similar yet. I am on windows 10. This happened on a windows 7 machine as well. and Oculus on play preview and on built versions. The map doesn’t matter it never updates the transform of my mesh. To replicate it you would probably have to modify the vr template and put a month worth of work setting up actor blueprints with static meshes until the editor starts acting up. The meshes have no collision on them and collision is set to none and overlapping events is off on the mesh.

Hello cheesepants,

I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Can you reproduce this issue in a clean project?
  2. If so, could you provide a detailed list of steps to reproduce this issue on our end?
  3. Could you provide screen shots of any settings/blueprints that may be involved with this issue?
  4. Do you have any unofficial plugins in your project?
  5. If so, could you try removing them and let me know if the issue still occurs?
  1. As I mentioned a clean project won’t work as this is a edge case test when the project is tested beyond a simple cube project.
  2. The steps are in my first post. Start with the Vr_template and add actors with many static meshes, maybe 20 in different hierarchy. Then put them in a level stream. Have two sublevels that you stream in and out. Then you would have these static mesh have different material instances. Then after placing actors that you created in the different scenes, start moving the actors in the viewport of your actor blueprint. When you save and compile sometimes the mesh will not update. The actor will be corrupt in some way. The only way to fix it is to delete it and place it in the world again. This is not an ideal scenario, because it breaks all the level blueprint connections.
  3. I already deleted the blueprint so I do not have a screenshot. But if this bug is going to be fixed I will dig out the old project and show what is happening.
  4. No unofficial plugins just the template vr project with actors and a bunch of blueprints and meshes and event dispatchers. (which are also broken and won’t be fixed on UE4)
  5. Don’t need to remove any since I only use default plugins for VR that are included with the project

I ran a few tests to try and reproduce this issue on our end. I have been unsuccessful. I notice that you said you may still have a project were this issue is occurring. Could you provide a simplified project that reproduces the issue so that I could take a closer look?

Is on github repo. I can’t recreate a simple example project because it would take to much time to create the blueprints and the actors just to mess with it for hours until it breaks. This is a bug testing the limits of the blueprints. It does it randomly but it does it without fail. I just ran into it again today. Here is the link https://github.com/cheesepants/VRanatomy.git

If you open up Content/Blueprints/MultipleChoiceBoard you can set the visibility of Line mesh to on. (I use visibility instead of hidden in game because I have ran into more problems with hidden and/or actors in game, so now I have to use mesh and control mesh instead of actors. Actors are broken in ue4 but that is another issue). You can move that grid mesh anywhere and when you save and compile it won’t update. The level is in: Content/VirtualRealityBP/Maps/FinalMaps/SubLevelTest/MuscleTissueLevels/MuscleFiberQuiz You will see line mesh floating off in the wrong location no matter how much you update it. If you want to test a build or playing it you need a rift and you need to make sure you open up the persistent level located in Content/VirtualRealityBP/Maps/FinalMaps/SubLevelTest/

I pulled up the project and ran tests on it throughout the work day and could not reproduce the issue that you are seeing on your end. Could you download the zipped version that was provided and test so ensure that this issue still occurs in the zipped down version?

I downloaded the zip file from the link and I followed the steps I provided and replicated the issue. Here is a screen shot showing the discrepancy. It happens with one object and is only one. This has happened with other mesh in my blueprints in this and other projects.

Hello cheesepants ,

I have run more tests with the information provided. However, I have not run into the issue that you are experiencing. I will be closing this thread for tracking purposes. Without a reproducible test case I will not be able to write a report. However, if you or anyone else are able to provide a reproducible test case please feel free to reopen this issue and I will be happy to investigate further. All that’s needed to reopen this issue is to reply with more information. Before reopening this issue please be sure that you are still seeing the issue in the latest version of the engine.

Thanks,

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Why would you close it? You have not proven either case. If it does work then download the github project and post the pictures of the 2 scenes and show that the project does work on your computer. All you have done is tried to close this case so you don’t have to track it down.

I have provided the requested screen shots below to show what I am seeing on our end. I hope this information helps. If there is anything that I have missed please let me know and I will be happy to adjust the methods being used.

Thanks for the screenshots. This can be closed. I am not sure how to replicate it. It just happens at random times. This project was put on hold due to a few errors from unreal months ago. This was more of an annoyance than a roadblock. I just wanted to find a way to prevent it in the future.

Hey uh @anonymous_user_88ba4c8a1, did you ever figure out a fix? I have this issue at random times as well even in 2023 with Unreal 5.1.