The Bake Pose setting does not work when using a SkeletalMesh LODSettings asset. After the change in CL22878911, the BasePose in the LODSettings asset is no longer copied to the BakePose in the skeletal mesh.
Here is a part of the source code in question:
bool USkeletalMeshLODSettings::SetLODSettingsToMesh(USkeletalMesh* InMesh, int32 LODIndex) const { if (InMesh->IsValidLODIndex(LODIndex) && LODGroups.IsValidIndex(LODIndex)) { // ... skip ... // InMesh->GetSkeleton() isn't null in many cases here // So LODSetting's BakePose isn't conveyed to LODInfo if (Setting.BakePose && (!InMesh->GetSkeleton() || !Setting.BakePose->GetSkeleton())) { LODInfo->BakePose = Setting.BakePose; } } }
This can be worked around the issue by adding the previous if condition from before CL22878911, which is InMesh->GetSkeleton()>IsCompatible(Setting.BakePose>GetSkeleton()) with an OR operator.
1. Create a project using the Third Person template.
2. Open SKM_Quinn_Simple and add "thigh_r" and "thigh_l" to Bones to Remove for LOD2.
3. Set "MM_Run_Fwd" as the Bake Pose and confirm the pose affects both legs.
4. Open SKM_Manny_Simple, then click the Generate Asset... button in LODSettings.
5. Open the created LODSettings asset, add "thigh_r" and "thigh_l" to the Bone List at LODGroups > Index [2], and set "MM_Run_Fwd" as the BakePose.
6. Click the Regenerate button in LOD Settings and confirm that the pose does not change (BakePose is ignored).
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-305424 in the post.
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Component | UE - Anim - Rigging |
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Affects Versions | 5.4, 5.5, 5.6 |
Target Fix | 5.7 |
Created | Jul 16, 2025 |
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Updated | Aug 1, 2025 |