In accordance with CL-9139422 of [Link Removed], the SkeletalMesh ImportedBounds does not have an Extend operation. However, SBasePoseViewport, the UI for retagettes, continues to use ImportedBounds. So, the display is not correct.
To solve this problem, you can use SBasePoseViewport:: SetSkeleton needs to fix the following code.
Current:
NewPosition *= (PreviewSkeletalMesh->GetImportedBounds().SphereRadius*1.5f);
Proposal:
PreviewSkeletalMesh->CalculateExtendedBounds(); // Unnecessary?
NewPosition *= (PreviewSkeletalMesh->GetBounds().SphereRadius*1.5f);
Result:
The preview of SK_Mannequin_test in the UI for Retarget is not correct
LS-0019-IS-PQR23 on the start of running UE4
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How can i modify the param name in EQS node
How does TextureRenderTarget2D get TArray<uint8> type data?
How does UMG set overlapping layouts?
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
What method is used to fill polygonal regions when drawing spline mesh at run time?
How to achieve HLSL Multiple Render Target in Material blueprints?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-94378 in the post.
1 |
Component | UE - Anim - Rigging |
---|---|
Affects Versions | 4.24, 4.25 |
Target Fix | 5.4 |
Created | Jun 16, 2020 |
---|---|
Resolved | Feb 6, 2024 |
Updated | Mar 22, 2024 |