We need to investigate if we want this behavior or not, if we do not weld the base lod vertices, maybe we will have bad mesh behavior when not using the alternate skinning. The consequence of this need to be investigate to make sure we do not produce new bugs by doing this.
Import the sk from the attach Base.fbx file.
Add an Alternate profile from the attach file Base_Alt.fbx.
Some vertices that have different alternate skin weight are weld because the base model have the same weight for them.
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
How to achieve HLSL Multiple Render Target in Material blueprints?
What method is used to fill polygonal regions when drawing spline mesh at run time?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-157658 in the post.