From a user:
We are having some issues with blend masks and compatible skeletons. We have skeleton A as the base and skeleton B as a compatible skeleton. They both share a similar hierarchy (although not identical) We have a blend mask in skeleton A and use the node LayeredBlendPerBone (blendmask) with such mask in an ABP that will use skeleton B. We can see the blend mask is cached with the bone indexes of skeleton A. The blend mask is applied by bone index to skeleton B and since skeletons are not identical we don't get the correct behavior.
Add a compatible skeleton to a non-identical skeleton
Add a blend profile/mask
Blend profile behaves incorrectly
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-157944 in the post.
35 |
Component | UE - Anim - Gameplay |
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Affects Versions | 5.0 |
Target Fix | 5.4 |
Fix Commit | 28220331 |
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Main Commit | 28220333 |
Created | Jun 29, 2022 |
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Resolved | Sep 26, 2023 |
Updated | Sep 27, 2023 |