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

Steps to Reproduce
  1. Using the Third Person template add an SKM_Quinn to the level
  2. Create a new sequence and add SKM_Quinn as a possessable to the sequence
  3. Add an animation to SKM_Quinn, removing the control rig track if necessary
  4. Add a track for Skeletal Mesh Asset, and add a key frame for the initial value of SKM_Quinn
  5. Add another key frame later in the animation for SKM_Manny
  6. Scrub or play to that keyframe


The character A-poses when the mesh swap happens

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Cannot Reproduce
ComponentUE - Anim - Sequencer
Affects Versions5.3
CreatedFeb 21, 2024
ResolvedFeb 23, 2024
UpdatedFeb 23, 2024