Hi if I enable cloth morph target on an attached skeletal mesh, which has APEX cloth, then either play or switch to the view port the editor crashes.
Is this a bug ? what more information would you like ?
Regards WJones
Hi if I enable cloth morph target on an attached skeletal mesh, which has APEX cloth, then either play or switch to the view port the editor crashes.
Is this a bug ? what more information would you like ?
Regards WJones
Hi WJones,
Can you please include the following information:
Thank you!
Tim
Tim
I am setting the morph target by casting the cloth mesh to an Anim Instance, in the construction script.Is that the right way of going about it.
Tim
The stack trace, with machine IDlink text
MachineId:F06DA2EC4C874DD67973D8A083FDAC46
EpicAccountId:be8b3b2eddaa4531ab4c53aa9b67c89f
Tim
Do you need anymore info from me.
Wjones
would you be willing to provide a sample project that reproduces this with a link here to download or you can send privately via the forums.
Tim
I prepared a blnk project, and the crash doesn’t occur. So I am not sure what that means, does that mean we still have a bug ?
However in the blank project the behavior isn’t right morph targets aren’t showing at all. I attach a screen shot of the construction script where I am trying to set them.
Any thoughts ??
WJones
Tim further investigation:
If I set one morph targets in the event begin play the first one only will work ! With cloth simulation and cloth collision with collision volumes !
HOWEVER… the morph target ONLY effects the mesh where there is cloth max distance is set. This is easily over come by setting a 0 value to parts not subject to simulation.
BUT as I said, only the first morph target works, any further morph targets don’t show, but ruin performance taking 8 FPS down to 16 FPS.
So while I move closer, things aren’t right still.
Hey sorry for the delay on this one. Can you provide a simple project that reproduces the issue? I cannot get this crash to happen.
I can submit a ticket with the call stack and log above, but without being able to reproduce locally this may present a problem when trying to reproduce and look at the issue. let me know.
Tim
The crash doesn’t occur in a fresh project, also in 4.12 the frame rate doesn’t drop either.
So please feel free to mark this one as closed. Thanks for the help, but it looks like this one kinda solved it self.
WJones