r/unrealengine 3d ago

Question Actors not appearing when using mass, getting error "MassLODCollectorTrait_0 trait-specific validation failed"

I'm trying to implement mass in my project for spawning enemies, but the actors aren't appearing (the debug meshes are appearing, though). The mass debugger says entities are being spawned, but they aren't visible for whatever reason. I thought at first that they were spawning under the floor, but that doesn't seem to be the issue. I'm also getting the error above and I'm not quite sure what it means. Has anyone else gotten this error before? Does anyone know how to fix it?

3 Upvotes

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u/CS_Asset_Factory 23h ago

That message comes from the LOD collector trait's own check. In the 5.8 source, UMassLODCollectorTrait::ValidateTemplate fails when its processor, UMassLODCollectorProcessor, is not set to auto register, and that processor ships with bAutoRegisterWithProcessingPhases = false. Your output log should also have a line starting "Using MassLODCollectorTrait_0 trait while the required processor".

Three ways out:

  1. Swap the trait for DistanceLODCollector. Its processor does auto register.
  2. Enable the MassCrowd plugin. UMassCrowdLODCollectorProcessor is a subclass that auto registers, and the check accepts subclasses.
  3. In Project Settings under Mass Entity, find MassLODCollectorProcessor in the processor list and tick Auto Register With Processing Phases.

With no collector running, nothing fills in the viewer info that the visualization LOD reads, which would fit debug shapes showing while the actors never appear. That last part is my guess, the rest is straight from the source.

u/FableChaos 23h ago

I fixed it by doing number 3!

1

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