In previous versions of UE4, Set Morph target to call the Inherited Mesh and would result in any children of the Inherited Mesh that shared that morph target name to morph.
In UE4.9 this no longer works.
*Note: User has link to Github commit which apparently fixes the issue:
https://github.com/xulture/UnrealEngine/commit/fd8c9149b22707181d19cae00a245ec53426a07e
User states that he, "changed SkeletalMeshComponent.cpp to read morph values from parent mesh (rather than parent's animation instance) and this fixes [the issue]."
1. Open project (shared with all Epic):
[Link Removed]
2. Note: Red Ball is Master
3. Note: Yellow, Half-ball is Child
4. P.I.E.
5. Only Red Ball morphs
EXPECTED: Both Red ball and yellow, half-ball to morph
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
Delay nodes occasionally don't fire the "Completed" output in a nativized build
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How can i modify the param name in EQS node
I can't open my map from the editor.
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | OLD - Anim |
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Affects Versions | 4.9 |
Target Fix | 4.11 |
Created | Sep 4, 2015 |
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Resolved | Mar 15, 2016 |
Updated | May 18, 2020 |