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importing multipart skeletal mesh greys out bones

I have a multipart skeletal mesh setup, where i'm driving children skeletal meshes with master pose component. Problem is everytime i try to reimport one of the child skeletal meshes, it causes the skeleton to grey out the bones where there is no skin weighting. In turn when playing the game ue4 crashes. I'm guessing the crash is due to an ikinema plugin not having access to the bones it needs in the child.

What I want to know is, is there a way to reimport the child skeletal mesh without affecting the skeleton. I don't want to touch the skeleton with the child imports. That's all i would need to get around this. Anyone encountered this one? Have a fix?

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asked May 20 '17 at 11:45 AM in Using UE4

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MagicBots
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I figured out a workaround just now if anyone else ends up here.

re-export the child skeletal mesh, but this time, select the geometry to include, and instead of just selecting just the root bone, shift+ctr click the plus the next to the root bone to expand out the nodes of the skeleton, and select all skeleton bones for export. It appears the issue is with the 2016 exporter somehow causing unreal to grey out the bones of the skeleton if not skin weighted.. and i don't see any options under fbx export to prevent that. selecting all the bones caused it to keep them.

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answered May 20 '17 at 12:17 PM

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MagicBots
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