Character Made of Multiple Meshes

I have a character with its head as a separate mesh so I can turn its visibility off in First Person Mode so it’s not in the way. Both the body and the head are using the same skeleton, anim blueprint and animations. They’re both in the character blueprint. I used the Set Master Pose Component node because that’s what I read to do. But as you can see, she looks a little out of sorts this evening.

Any idea why this is? Only when playing does this happen. In the viewport of the character BP as you can see here, she’s fine and the animations are even in sync as they should be. But when playing she’s all stretched out and distorted. :frowning:

This is my first time making a character made of separate parts so I’m wondering if I’m doing this wrong. Also I noticed in the body that the sockets I put on the head have been moved to the origin and the bones for the head are greyed out and can’t be seen, presumably because that mesh doesn’t have any verts painted for them. But on the head, they’re there while everything else is greyed out. I assume this is normal to show what bones are being used in the skeleton but I figure I’ll mention it anyway just in case.

did you try making the head a separate skeletal mesh(with its own skeleton) and then connecting it with a socket to the top of the neck of the body mesh?

I fixed it. All I did was not use that Set Master Pose Component node. I’m not sure why people are saying to use it with characters made of multiple parts. What’s it used for then? All it did seemingly was turn my character into a surrealist work of art.