SpecialMesh culling bug (Frustum Culling?)

On our game, special mesh tend to disappear when near the frustum. This makes for a very cheap looking experience. This did not used to happen until mid 2024. Before that, the engine properly showed the special meshes and did not have any problem when the mesh was near the frustum.

I have previously made a thread about it here: Tree leaves SpecialMesh flickering when near the edge of the frustum

This seems to affect all sorts of SpecialMesh and isn’t exclusive to the trees we made a while back (We intend to update them in the future).

Visual Aid
Below are images showing a sample tree along with its leaves, then showing what happens when it is near the outside of the frustum.


Reproduction Files
Here is a repro using a model that can be found in the store: Snowy pine tree.
I will also provide our model under the private content.

Expected behavior

The expected behavior is that the special mesh does not get culled out as it is still in the frustum. As mentioned before, this did not used to happen earlier this year. One temporary solution we have put it was to set the part transparency to 0.999. As you might imagine, this would prove to be intensive on the rendering task.

A private message is associated with this bug report

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Does inserting a Highlight into the affected Part fix the issue? If so, then this is a workaround, which is not efficient. I ran into this aswell.

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Hey!

Thank you for this. A highlight seems to be a workaround for the issue. Of course it is unideal to have, but it gets the job done while the bug is fixed. Something to also note is that the highlight seems to fix it even if the Enabled property is false.

Update: This seems to work in some instances, but fails to work in other instances. Unfortunately this isn’t a proper workaround.

Thanks for the report! I filed a ticket in our internal database and we’ll follow up when we have an update for you.

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Amazing, thank you! Let me know if I can provide anything else to help.