When the boolean is set on a child skeletal mesh, looks like it gets reset
Specifically , at UActorComponent::ConsolidatedPostEditChange forces a reconstruction of the Blueprint, making the transient boolean to get reset to false on the child skeletal meshes
For some reason, for the main skeletal mesh component it does not lose the value
Open ML Deformer sample project. In Samples/MLDeformerSample.
Select BP_Emil BLueprint in the Outliner
Select SKM_LowerCostume
Set the option "Update Animation in Editor" (in advanced view)
Result : the boolean gets reset to false right after clicking on it (also the checkbox will look like you cannot check it).
This only happens on the child skeletal mesh components, not the root.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-215737 in the post.
0 |
Component | UE - Anim - Runtime |
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Affects Versions | 5.4 |
Target Fix | 5.5 |
Fix Commit | 34150347 |
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Created | May 24, 2024 |
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Resolved | Jun 6, 2024 |
Updated | Oct 22, 2024 |