Description

REGRESSION
No.

When a skeleton has multiple skel meshes assigned to it, if the user creates a animation asset (animation blueprint, composite, montage) by right-clicking the skeletal mesh and select "Create > ...", it may not choose the right mesh. This can result in some confusion when opening the asset in Persona.

Since the skeleton is the same, this does not affect the user's ability to use the animation blueprint on the desired mesh.

Steps to Reproduce
  1. Open QAGame in editor.
  2. Find the skel mesh SK_Mannequin_Torso (/Characters/UE4_Guy/Mesh/MeshMergeAssets/).
  3. Right-click it and select Creat > Anim Blueprint.
  4. Name and save the created animation blueprint.

RESULT

In the thumbnail (and when you open it in Persona), the Torso mesh will not be used.

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-40032 in the post.

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Fixed
ComponentOLD - Anim
Affects Versions4.15
Target Fix4.16
Fix Commit3369462
Main Commit3385232
CreatedDec 23, 2016
ResolvedMar 29, 2017
UpdatedMay 18, 2020