Slave is culled even if Master is visible (SkeletalMesh)

This is happening even if Use Bounds from Master Pose and/or Attach Parent Bound are set to true


Steps to reproduce it in a clean project:

  1. Create a new project from 3rd person template
  2. Create new BP actor with two SkeletalMeshComponents and set Skeletal Mesh of both of them to the mannequin. offset one of them to side a little to be able to separate them visually.
  3. Set on of them as master and another as a slave (Set Master Pose Component node in constructor)
  4. Choose any animation and edit Pelvis bone Location, offset it by Z axis to 500 (or anywhere you like, it’s just to separate origin point from bounds calculated from PhysicsAsset)
  5. Create new Sequencer and place our BP in the scene and add it to Sequencer.
  6. Assign the edited animation to our BP
  7. Align camera so origin point is outside of camera frustum but character is in.

Result: You will see that Master component is visible and animating, but Slave is culled.

Expected: Both of them render simultaneously.

Edit: This is a regression, as it wasn’t happening in 4.18.

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