Attached static mesh doesn't move with Anim Montage
So I have a character with an weapon equipped, an static mesh attached to a socket. When I play an anim montage, in this case an attack, the staff only moves with the socket if you're currently walking when you play the anim montage. If you're standing still only the skeletal mesh/character plays the animation and the staff floats in place, not reconnecting to the socket until the anim montage is done playing, and it goes to the position the hand is in, in the idle animation.
Have tried spawning the static mesh and attaching it in blueprints, in the construction script and in the event graph to see if it would make a difference, and it doesn't, nor does adding it to the character blueprint as a component.
asked Jun 21 '18 at 11:34 PM in Blueprint Scripting
Just fixed this issue. Tracked it down to a change from UE4.18 to UE4.19/20 in USceneComponent::UpdateChildTransforms().
Caused when you have a skeletal mesh with a child skeletal mesh that is not attached to a socket and set to use it as its master pose component. The child/slave skeletal mesh will update its animation, but not its children.
This is fixed in UE4.21.
If you want to add the fix to a UE4.19/20 based project, this is the line you have to add
answered Nov 05 '18 at 01:25 AM
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