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SetMasterPoseComponent Deforming Mesh

Hi,

I've had a look around on the UE4 forums and also asked there. I have a character that uses the standard UE4 skeleton, as well as an armour piece (using a chest piece from Paragon Kwang) which also uses the UE4 skeleton, with a few extra bones for skin weighting. When I use SetMasterPoseComponent to add the armour to my character I'm getting deformation around the neck.

alt text alt text alt text

From looking around on the forums I have seen that others have had this issue or something similar and I think it's because the slave mesh has extra bones for weighting. Why is it that a slave can't have extra bones? This seems like a strange limitation to an otherwise awesome node. Are all meshes expected to have the exact same skeleton with nothing additional for this node to work properly? If so does that mean there is no clean way to just have one CharacterBP and one AnimBP to support a character and X number of armour pieces?

Any help in getting this working as intended would be much appreciated, Thanks.

Product Version: UE 4.22
Tags:
basechar.png (315.7 kB)
armour01.png (303.7 kB)
deformation.png (146.8 kB)
more ▼

asked May 13 '19 at 01:52 AM in Bug Reports

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Godbosa
1

avatar image Jeff A ♦♦ STAFF May 13 '19 at 02:13 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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