There might be a problem with the simulator culling using the objects bounding box.
If an object moves away its position from its original bounding box due to vertex skinning ( for example, a character walking around an area, not "in place" ), the culling still acts on the position of the bounding box, so (depending on the viewing angle) it assumes the object is outside the screen and culls it, when in fact the object should still be visible.
This it's very easy to troubleshoot, by placing the object with the Scenery Editor, that shows the bounding box, and the object being culled away as soon the bounding box crosses the screen boundary due to the camera angle. But the object is not really there anymore, since it exited from its original bounding box because of the skinned animation.
I tried adding dummy geometry ( flipped triangles ) to enlarge the bounding box but, this seems to affect the LOD radius "Sphere" ( as seen in the LOD debugger ), but doesn't fix the problem with the Skinned object. I tried adding the extra triangles both as separate objects and as attach to the skinned mesh ( under the Skin modifier ), but the object still get culled.
A similar object, which is moved due to its parent node being animated but is NOT skinned, is not culled in the same way.
Is there any way to fix this ? Would be possible to tweak the bounding box, perhaps with an exporter option, so we could override the automatic bounding box calculation, and provide it with a bigger one, that covers the whole area in which the skinned animation takes place ?