Skeletal mesh root location wrong in 4.12
Hi, after migrating my player character to a 4.12 project everything seems to work fine except for one big issue: All my fuse models skeletal meshes have a wrong root location:
Everything works fine in 4.11.2 but after trying to migrate player character BP to 4.12 root bone appears out of place. If I open the mesh in 3ds max root bone is in the right location. If I put my character Skeletal mesh in the scene the root location seems correct but if I assign the animation blueprint I was using root changes to a wrong position...
asked Jun 03 '16 at 06:59 AM in Using UE4
Ok, I've found what was causing this issue:
My aim offsets become bugged after a migration to 4.12. The problem seems to be with root bone location.
I solved disabling root motion for those aim offsets.
answered Jul 05 '16 at 07:28 AM
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