Description

Bone LOD preview should be correspond to the removed bones array changing

The licencee wants to use same bones lod setup for those skeletalmeshes which are all sharing same skeleton via copying and pasting Removed bones array in those mesh between. When they were doing this they found this problem

Steps to Reproduce
  1. Create simple skeletalmesh with few bones(Bone01, Bone02, Bone03) and import it into UE
  2. In Skeletalmesh editor in it's LOD0 add elements into Removed bones array, for example add Bone03 into one slot, so that Bone03 should be disabled for LOD0 theoretically, save and close
  3. Go to Skeleton editor for the mesh and make sure it's at LOD0, in the bones hierarchical panel Bone03 is still displaying as White instead of Grey

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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-40500 in the post.

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Fixed
ComponentOLD - Anim
Affects Versions4.14.3
Target Fix4.16
Fix Commit3378342
Main Commit3385232
CreatedJan 12, 2017
ResolvedApr 4, 2017
UpdatedMay 18, 2020