Description

Spline Mesh Component created from KML file doesn't render in PIE after spline point change

I cannot get this to occur outside of the users test project. He is pulling data from a KML file, creating a spline mesh component in code, then passing that info into the spline blueprint.

User Description:

I have a c++ source file combined with blueprints that creates a spline road in the construction script. I have found the rendering unreliable however. The only guaranteed way to show the meshes is via the Standalone Game.

I have tried forcing visilibity of meshes, MarkRenderStateDirty(), UpdateSpline() and registering each SplineMesh seperately as grouped.

Steps to Reproduce

1. Download the users test project from here:

[Link Removed]

Or directly from the AnswerHub post here:

https://answers.unrealengine.com/questions/311724/splinemeshcomponent-rendering-unreliable-after-pos.html

2. Select the ramp spline bp (BP_KmlSpline2) and move it or any of it's spline points
3. Press Play In Editor

Results: The Spline Mesh Component will not be rendered

*Note: If Standalone mode is played > Stopped > and then PIE is played again, the mesh will render. Or if PIE is played and stopped multiple times in a row, the mesh will render.

Expected: For the Spline Mesh Component to be rendered in PIE after the spline bp is moved or a spline point is altered

Have Comments or More Details?

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Won't Fix
ComponentTools
Affects Versions4.9.24.10
CreatedOct 8, 2015
ResolvedAug 18, 2021
UpdatedAug 18, 2021