Skeletal Mesh scales incorrectly if RigidBody node is used in Animation Blueprint and then the character blueprint is scaled.
If the character blueprint is scale to extreme sizes (3.0) the effect is much more pronounced.
The results in 4.19 (Main) is a bit different but still not the expected behavior. See attached screenshots.
Results: The left arm of the skeletal mesh that is using the RigidBody node will be separated and scaled differently depending on the scale of the character blueprint.
Expected: For the skeletal mesh to work exactly the same as it does on a 1.0 scaled character blueprint for any size.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-52731 in the post.
1 |
Component | OLD - Anim |
---|---|
Affects Versions | 4.17.2, 4.18.1, 4.19 |
Created | Nov 27, 2017 |
---|---|
Resolved | Nov 27, 2017 |
Updated | Jun 23, 2018 |