Unreal 5- creature assets go invisable when moving.
Unreal 5- creature assets go invisable when moving.
Hi Chong-
Recently we've decided to port our unreal 4 project to unreal 5. Everything worked well except for this 1 weird issue we are having.
In unreal 5- the creature mesh when the actor it's attached to is moved, the material goes mostly transparent. The material being used for creatures is masked and yet somehow it displays almost invisible and see through. When the creature meshes are stationary, they animate and look fine. It only happens when they move (like a character moving around the world).
My coder has no idea why this is happening and has tried lots of things to fix it or at least figure out why it's happening, if it's something on epic's side to fix in unreal engine or maybe something that needs fixing on creature's side remains unknown. Even tried making a brand new unreal 5 project and bringing in just 1 creature file to test, still wouldn't work, basically making creature animation unusable in unreal 5.
Recently we've decided to port our unreal 4 project to unreal 5. Everything worked well except for this 1 weird issue we are having.
In unreal 5- the creature mesh when the actor it's attached to is moved, the material goes mostly transparent. The material being used for creatures is masked and yet somehow it displays almost invisible and see through. When the creature meshes are stationary, they animate and look fine. It only happens when they move (like a character moving around the world).
My coder has no idea why this is happening and has tried lots of things to fix it or at least figure out why it's happening, if it's something on epic's side to fix in unreal engine or maybe something that needs fixing on creature's side remains unknown. Even tried making a brand new unreal 5 project and bringing in just 1 creature file to test, still wouldn't work, basically making creature animation unusable in unreal 5.
Re: Unreal 5- creature assets go invisable when moving.
Again I just want to be crystal clear on this-
Creature files ANIMATE okay in unreal 5... Like trees blowing in wind and such, or a character standing idle.
It's only MOVING about the world that it breaks, and the mesh goes transparent.
It's a very weird problem that is driving my coder crazy trying lots of things to figure out why this is even happening.
Creature files ANIMATE okay in unreal 5... Like trees blowing in wind and such, or a character standing idle.
It's only MOVING about the world that it breaks, and the mesh goes transparent.
It's a very weird problem that is driving my coder crazy trying lots of things to figure out why this is even happening.

Re: Unreal 5- creature assets go invisable when moving.
That's really strange, will investigate. If you look at the implementation it's just using UE5's standard mesh rendering. Could it be something that is different in their new renderer? Weird...
Re: Unreal 5- creature assets go invisable when moving.
My coder wanted me to ask you- if you were able to reproduce the bug on your end?
Re: Unreal 5- creature assets go invisable when moving.
I am looking at the rendering code but so far no clues... I wonder if you posted this on the UE forums if we could get some clues on it.
Thanks
Thanks
Re: Unreal 5- creature assets go invisable when moving.
Okay.
I made a post about this over on unreal in the rendering forum-
https://forums.unrealengine.com/t/creat ... ace/663072
Here's to hoping we get to the bottom of this mystery.
I made a post about this over on unreal in the rendering forum-
https://forums.unrealengine.com/t/creat ... ace/663072
Here's to hoping we get to the bottom of this mystery.

Re: Unreal 5- creature assets go invisable when moving.
Hello,
Thanks for the post. Please also provide a link to my Github:
https://github.com/kestrelm/Creature_UE4
So they can check out the reference code.
Thanks!
Thanks for the post. Please also provide a link to my Github:
https://github.com/kestrelm/Creature_UE4
So they can check out the reference code.
Thanks!
Re: Unreal 5- creature assets go invisable when moving.
Good idea!
I got it posted there now- also made a new post before that one as we discovered something today. Maybe it can give some clues.
Currently we are preparing a new test project to show exactly what happens, and testing out other things now. With the combined might of 3 teams may this behemoth of a bug be squashed!
I got it posted there now- also made a new post before that one as we discovered something today. Maybe it can give some clues.
Currently we are preparing a new test project to show exactly what happens, and testing out other things now. With the combined might of 3 teams may this behemoth of a bug be squashed!

Re: Unreal 5- creature assets go invisable when moving.
On that thread in unreal- I posted a gif of what happens in new test project on UE5. Hopefully this makes it clear to everyone that something isn't working right. This transparency effect did not happen in unreal 4.
Re: Unreal 5- creature assets go invisable when moving.
Today my coder has solved the issue.
This fix at least works in 5.1 beta 2 (it might work in 5.1 beta 1- was unable to test)
My coder says to tell you to add an #include statement in two files or it won't compile.
Add
#include "EditorStyleSet.h"
to the following files in the source code for creature-
CreatureAnimStateMachineEditor.cpp
CreatureAnimStoreEditor.cpp
This allows it to compile for unreal 5.1- and the weird transparency issue is fixed in this version, so with this I am happy to say that creature works with unreal 5.1 (and hopefully newer going forward lol).
This fix at least works in 5.1 beta 2 (it might work in 5.1 beta 1- was unable to test)
My coder says to tell you to add an #include statement in two files or it won't compile.
Add
#include "EditorStyleSet.h"
to the following files in the source code for creature-
CreatureAnimStateMachineEditor.cpp
CreatureAnimStoreEditor.cpp
This allows it to compile for unreal 5.1- and the weird transparency issue is fixed in this version, so with this I am happy to say that creature works with unreal 5.1 (and hopefully newer going forward lol).
