Creating a MID makes the render state dirty and the engine will recreate a new scene proxy without the current attitude.
This results in rendering the object in incorrect location.
Here is a temporary work around :
void UGeometryCollectionComponent::CreateRenderState_Concurrent(FRegisterComponentContext* Context)
{
Super::CreateRenderState_Concurrent(Context);
//work around
if (GetDynamicCollection())
{
TArray<FTransform> InitialTransform = GetDynamicCollection()->Transform.GetConstArray();
SetRestState(MoveTemp(InitialTransform));
}
//~work around
}
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-213066 in the post.
| 0 |
| Component | UE - Simulation - Visual |
|---|---|
| Affects Versions | 5.3, 5.4 |
| Target Fix | 5.8 |
| Created | Apr 23, 2024 |
|---|---|
| Updated | Oct 7, 2025 |