Skeleton preview asset silent failure

Ideally we would be able to add static mesh actor-derived blueprints as preview assets in the skeleton tree/viewport. Currently actor blueprints show up as options, but silently fail if selected. If this is intentionally not possible, then they should at least be removed from the list of options.

Hi kamrann,

Can you provide a specific example of an actor blueprint that you’ve tried to apply to the skeletal tree in the skeletal mesh viewport? Are you still experiencing this issue in the latest preview build of the engine? Can you provided screen shots of what you are trying to accomplish?

Thanks

Hi . I’ve added a screenshot. I’m now on 4.7 release. When selecting a preview asset on the skeleton tree, the asset finder appears to do some filtering to the kind of assets that make sense, although there are some things which presumably shouldn’t be there, such as sound cues and behavior tree services. Anyway, both raw mesh assets and static mesh actor blueprints show up. Raw meshes can be added fine, but with every actor blueprint I have tried, nothing happens. It would be useful to be able to add an actor blueprint as a preview, rather than just a raw mesh, such that the entire scene component hierarchy of the actor were attached at the selected socket/bone. Thanks.

Hi kamrann,

Thanks for your detailed description but I don’t see your screenshot. I wanted to create a repro comparing apples to apples so if you could re-post the image and make sure it “takes” that would help out a lot.

If this is not possible, I will try and recreate it a little later using only your description.

Thanks

Done. The file attachment process is a bug in itself! I keep receiving pop-ups saying ‘No such upload’.
Anyway, the image is just of the skeleton editor screen with the Add Preview Asset menu opened. It should be super easy to reproduce the issue though, unless it is a problem with my installation.

Hi kamrann,

Thanks for taking the time to post the picture. I was going to try to import the exact asset with the exact mesh but I see that is not necessary. I have entered the following report, JIRA [UE-11111] requesting that only compatible assets show up in the Preview Asset Menu for sockets.

Should this change be implemented, an update will be added to this post.

Thanks

Thanks . If you could include in that also the request that the range of compatible assets be extended to include actors, that would be great. Cheers.

I’ve included this in a separate report: JIRA [UE-11113]

This has been fixed for a future release of the engine.