This seems to be a timing issue. When using an anim BP this does not happen, and when switching meshes through an event track setting the track's event position to At Start of Evaluation resolves the issue, but setting it to At End of Evaluation reproduces the issue.
It's possible the animation needs ticking in USkeletalMeshComponent::SetSkeletalMesh
RESULT
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-207694 in the post.
0 |
Component | UE - Anim - Sequencer |
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Affects Versions | 5.3 |
Created | Feb 21, 2024 |
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Resolved | Feb 23, 2024 |
Updated | May 2, 2024 |