Skeletal meshes render with mirrored Y axis. However bounding box, which used for this meshes not use mirrored by Y axis.
This lead to early premature rejection of mesh render.
No offset on origin Y:
Origin Y is 250. Since bounding box not mirrored - it goes to opposite side from render mesh. And cause early premature rejection for drawing mesh.
Issue exists from 436 up to 469d.
In 469e it will be fixed.
Unfortunately old clients still going be affected.
So for support them you will need make symmetric bounding box in general, across Y axis. Include any origin offset of Y.
If box already symmetric on Y, then it will be fine on both old and new clients. Unfortunately it is not always possible without manual edit bounding box.
Attempt make unnecessary big bounding box will lead to render mesh more then should and reduce game performance.
Also anyway bounding box for skeletal meshes need adjust if you use animation, since it goes separate and can't be counted on import skeletal mesh itself. Import use x2 size of bounding box, for somehow mitigate this issue. But if that not enough, modder must adjust bounding box manually in exec commands of import script.
Skeletal meshes render with mirrored Y axis. However bounding box, which used for this meshes not use mirrored by Y axis. This lead to early premature rejection of mesh render.
No offset on origin Y: Origin Y is 250. Since bounding box not mirrored - it goes to opposite side from render mesh. And cause early premature rejection for drawing mesh.
Issue exists from 436 up to 469d. In 469e it will be fixed.
Unfortunately old clients still going be affected. So for support them you will need make symmetric bounding box in general, across Y axis. Include any origin offset of Y.
If box already symmetric on Y, then it will be fine on both old and new clients. Unfortunately it is not always possible without manual edit bounding box.
Attempt make unnecessary big bounding box will lead to render mesh more then should and reduce game performance.
Also anyway bounding box for skeletal meshes need adjust if you use animation, since it goes separate and can't be counted on import skeletal mesh itself. Import use x2 size of bounding box, for somehow mitigate this issue. But if that not enough, modder must adjust bounding box manually in exec commands of import script.