Looks like this only happens for shots. I think this is because the tick prerequisites get set up on the frame of evaluation, and the skeletal mesh component doesn't get ticked until the next frame.
If you add the skeletal mesh actor to the master, this fixes the problem because the tick prerequisite will be set up at the beginning of playback since the binding gets resolved then.
This project:
[Link Removed]
Open, render..shot0070's first frame has the character in a T pose.
Head over to the existing Questions & Answers thread and let us know what's up.
4 |
Component | UE - Anim - Sequencer |
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Target Fix | 4.20.1 |
Created | Jul 11, 2018 |
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Resolved | Jul 24, 2018 |
Updated | Apr 15, 2019 |