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set master pose component - mesh broken

Hi, I have a character with its own skeletal mesh and animation blueprint. I have another skeletal mesh for an item of clothing, a sweater. I would like for the character to wear the sweater and for the mesh to follow the characters animation.


1) I managed to do this by having the sweater use the same animation blueprint as the character. The problem is that the animations go out of sync after a while, and not all poses are copied. alt textalt text


2) The solution is to use the "set master pose compnent" function in the blueprint constructor. However, I have encountered a strange problem - the sweater's mesh has broken. The mesh appears to have deflated and looks like the skeleton. alt text Below, I have raised the sweater so it's easier to see what I'm trying to explain. alt text


So can anyone help me out and tell me what I'm doing wrong? It is very strange that the mesh would flatten itself like that.

Product Version: UE 4.19
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asked Aug 06 '18 at 09:05 PM in Bug Reports

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TricoFalvie
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avatar image Jeff A ♦♦ STAFF Aug 08 '18 at 02:32 PM

Hello,

We've recently made a switch to a new bug reporting method using a more structured form. Please visit the link below for more details and report the issue using the new Bug Submission Form. Feel free to continue to use this thread for community discussion around the issue.

https://epicsupport.force.com/unrealengine/s/

Thanks

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