Post Process Anim Blueprint cannot be cleared

  1. Set a post process animation blueprint for a skeletal mesh.
  2. Try to clear it, by picking again.
  3. Note that it hasn’t cleared.

Regards,
-Brian.

Hi TurtleSimos,

Thank you for reporting this. I’ve gone ahead and entered UE-39017. You can track it’s progress on our public tracker.

It would be nice if this could be fixed in the next update, not in 4.15. Since it basically breaks any character with Anim Blueprint Postprocess assigned. Unless you are fine with running the AnimBP twice on your character

Hi unit23,

Hotfixes are typically reserved for major regressions and crashes.

The workaround would be to import a copy of your skeletal mesh (using the original ), then delete the “broken” mesh. When you delete it, you can use the “Replace References” option in the delete window to replace all references with the new copy.

If you really need the fix, you can integrate it into your build of the engine from this section of code.

Specifically this section:

	else if(!AssetData.IsValid())
 	{
 		// Asset data is not valid so clear the result
 		UObject* Value = nullptr;
 		BlueprintProperty->SetValue(Value);
 	}