Description

Enabling recompute tangents on a skeletal mesh does not recompute tangent normals for translated parts of the skelmesh.

If you add
r.SkinCache.CompileShaders=1
r.SkinCache.Mode=1
r.SkinCache.RecomputeTangents=1 Do not access these cvars directly

to the console variables.ini Recompute tangents will correctly work.

Steps to Reproduce
  1. Download 4.14 release binary
  2. Create a new project
  3. Click settings > Project settings Search Skin Cache
  4. Enable Support Skincache Shaders Support Compute Skincache
  5. Restart the editor
  6. Import the attached FBX file with import morph targets enabled
  7. Add an instance of the Animation into the editor
  8. Turn off cast shadows in the detail panel
  9. Open the Skeletal mesh of the imported asset
  10. Tick Recompute tangents
  11. Click Play Simulate
    Result
    No shadowing occurs (Normals being recalculated) on the first transform part of the animation but it does occur during the blendshape portion of the animation.

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-38398 in the post.

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Fixed
ComponentUE - Graphics Features
Affects Versions4.14
Target Fix4.14
Fix Commit3192182
Release Commit3192182
CreatedNov 9, 2016
ResolvedNov 9, 2016
UpdatedMay 2, 2018