Description

From 8/17/16 Tools sync: This is probably also happening in Sequencer. Think Sequencer should just auto-set this flag.
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If a SkeletalMesh actor is placed beyond view of the player, and a Matinee (which does NOT play on level load) triggers an animation sequence (the animation moves the bones into the area near the player), then the mesh is not updated and not visible to the player.

  • Matinee is needed for the issue to occur. If the animation is just applied to a SkeletalMesh actor in the world, then the issue does not occur.
  • Issue does not occur if "Play on Level Load" is used for the matinee.
  • Delay node must be used. If there is no delay, then it acts like the above, and the issue does not occur.
  • There is a workaround by setting AlwaysTickPoseAndRefreshBones on the SkeletalMesh component.
  • If at any point the player is able to see the SkeletalMesh at its default position, then it will update to the position set by the animation.
Steps to Reproduce

1. Load QA Game
2. If you are on the default map with the small floor, scale the floor up so it covers a much wider area.
3. Import a SkeletalMesh and an Animation where the rig is translated over a large distance (FBX files attached)
4. Place the SkeletalMesh into the level, then set it around -30 Z Location, so that it is below the map.
5. Make a Matinee. Add the SkeletalMesh to a SkeletalMesh Group. Set it to play its animation in the Animation Track. (make sure, while in the Matinee, that the updated position of the mesh is above the floor)
6. In the Level Blueprint, set up a Event Play > Delay 2 seconds > Play Matinee.
7. Play in Editor

RESULT: If your floor is wide enough to block sight to the starting position of the mesh, then after 2 seconds, nothing happens and the mesh does not appear above the floor.

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Fixed
ComponentAnim - Sequencer
Affects Versions4.6.14.74.8
Target Fix4.14
Fix Commit3098930
Main Commit3117035
CreatedJan 23, 2015
ResolvedAug 24, 2016
UpdatedApr 27, 2018