4.9 and 4.10 Set Morph Target not being sent to children of Inherited Mesh!

Well, let me try again. I tested it a day or so ago and it still didn’t work.

Just tested again. Not only is it still not working but now it’s deforming children that don’t even have the same morph. I’ll make a video here shortly proving it. Give me a bit.

Evidence and example of the bug being worse in 4.11p8:

I can confirm that the bug is still there in the latest preview. I only have one master and one slave mesh so I cant speak about the other condition, but in my setting, no morph shows up, whatsoever

Hi guys,

With 4.11.0 I can confirm that this functionality works correctly for same cases, but not for all.

In particular, child mesh must have all morphs that parent mesh has, and in this situation everything works fine (which is the case for the example project on dropbox that I supplied earlier).

In cases when child mesh is eg Armor, and only has body shape morphs, and parent mesh is Body/Character Skin that has body shapes and facial expressions, due to incorrect lookup for morph copy, result is unexpected/random morphing of child meshes.

Pull request with the fix for 4.11.0:
https://github.com/EpicGames/UnrealEngine/pull/2222

Good luck,

Hey xulture,

Upon closer examination and comparison to Nightasy’s video with 's sample project we had recently come to the same conclusion and are working on a fix. Thanks to all of you for your feedback and patience as we get this resolved. I’ll will let you know as soon as it is.

Hey Everybody,

I wanted to give an update. We have two new tickets in our system related to this thread.

  1. UE-28991 - Cannot manipulate morph targets unique to Slave Component through Master Component
  2. UE-29003 - Manipulating Morph Target on Master Component distorts Slave Components(Additional details: It makes no difference if the slave component has the morph target being maniuplated in the master)

As mentioned, thanks for your patience.

@xulture, thank you for your continuing pull requests. Whether we go the same route with our fix or not, we appreciate that you’re providing workable solutions for the community in the meantime.

@ while we were able to reproduce with our own sample content, your assets have shown these bugs in a more exaggerated manner. It has become our go-to test content for the bugs listed above. Felt I should give a shout out there.

-.

UPDATE: The pull request from @xulture has been integrated into the engine for a future release(not likely for 4.11). For the time being, integrating that pull request will be a viable workaround until this fix is release.

What about those of us who are not using the source code :frowning:
No chance of a hot fix for 4.11?

Yes, I dont use that either because it always wants to compile the whole UE when I make a change to my project, so right now I am stuck with 4.10. For me at least I only get some flicker, but 4.11 doesnt show any morphs at all, so thats a showstopper there for me.
However reading about the bugs in the first release of 4.11 I would be happy to wait until this fix can be incorporated together with some crash bug fixes in the next or overnext patch for 4.11

I’m pretty sure I speak for everyone following this issue in that we really would rather not wait for another full engine upgrade prior to having the fix implemented on release. Yall know the fix works, just apply it to the next hotfix and be done with it already. I mean, it’s been an issue since 4.8.3 and I think that’s a pretty long time. Would rather not have to wait another 3-4 months for it to be implemented into the “release” version when it happens to be practically an engine breaking bug.

To be ,I desperately need this fix to be applied to this version. I have updated my project through 3 different version on UE 4 because some issues were never fixed (e.g " morph target flickering from UE 4.9 and 4.10", “4.10 massive memory leaks from blueprint editor”) and now in this version this issue pops up. In addition to the inability of degrading the project version to previous versions of UE4. I am seriously dissapointed from all this. You can’t move on to the next version of the engine when glaring issues are still showing , or is that just not the way things work around here?

In the current state right now, it’s like picking your poison. Do you want your morph target to flicker OR do you want morph targets to never work correctly. Is it that unreasonable to have a good, stable version of Ue4 that works as intended?

I know it’s not easy, but that is not an excuse for the problems each versions of Ue4 are facing right now. Minor bugs or glitches I can understand, but I don’t think morph targets not working correctly is considered as a “minor bug” considering how much it is used for games. No product is perfect, but it is not wrong to strive for perfection.

Forgive me for sounding rude. I am just incredibly frustated right now.

Hey, no problem here, I am of the same opinion, I am just in the lucky position that my project isn’t that far advanced and I have hopes that they fix it over the next year.
Frankly my opinion is, they bit off more than they can chew with this 4.11 release. It is HUGE, far bigger than the previous releases and the number of previews they had and the amount of bugs speak for themselves. So my hope is they will take some time now to fix the bugs in this version before adding new features. I won’t get 4.11 before they have at least one or two patches out.
In general I would recommend to wait for the first patch with each release and not get it right when it comes out. Let the others be the guinea pigs.
When you get a new version, make a copy of your project and convert that only and then test it thoroughly for problems with the new version. I didn’t do that with 4.9 because I was new to the engine and didn’t expect that a new version would break such a fundamental feature. You learn the hard way.
To be honest, I think these engine makers are under tremendous pressure with competitors out there, there’s the Havoc engine and then there’s the Unity Engine and they must trump each other with features which is what sells. Sad but true.
My plan is that I will freeze my Unreal version several month before my game is ready and stop updating to avoid such possible catastrophes around the time I want to release.
Give them some time and keep reminding them here to fix the bug, I think they need the nagging from the community to figure out where to work on next. If they don’t hear anything from users then they don’t know that a bug is bothersome and probably focus on something else.

Thanks for the advice. But it’s very difficult for people with the same situation as mine to do so. Sometimes a feature of a game can rely heavily of one aspect of the engine. In my case it’s morph targets(character editing). Having your morph targets flicker every random seconds is possibly game breaking and heavily gimps my project. People with the same situation has no choice but to find fixes, even if it means to upgrade the engine just to fix ONE BUG.

What I find confusing is that the UE4 development staff decides to move on to newer versions of the engine without actually addressing major issues from previous versions of the unreal engine. The same is happening right now, where the fix is NOT PLANNED for 4.11 and they decided to put it in 4.12. Do I have to upgrade again? What if the next version had other morph target issues? Sometimes a major bug can take MULTIPLE VERSIONS to be fixed (in my case; Morph target flickering from 4.9) which were fixed in this version.

Right now, I wish I can degrade my project to 4.8 as it seems to not have any major morph target issues. Sadly that’s not possible. I’m also too far into my current project to switch engines. If this fix is not planned for this version, I might consider quitting my project that I have put months into. I don’t think I cant take too much of this anymore.

Am I too unreasonable? I hope not.

I’m going to stop my rant now and cool my head. I understand my post are indeed rude and might be unreasonable in a lot of ways, But i do so because I believed unreal has the potential to be the best game engine out there. (This is the first time I have ever gone so far in a game project) Sadly it fell short in a lot of departments. I have nothing but gratefulness to the developement staff for this engine.

Thanks for the attention and time.

Just saw the 4.11.1 hotfix notes and cried a little when I saw that this issue hadn’t been patched. Even though they’ve said it wouldn’t get fixed in 4.11, I was half hoping that was all just a horrible mistake :frowning:

Too much focus on VR these days imho.

Hi guys,

If we look at this tiny big from Epic’s point of view, it’s easy to understand why it may not be suitable to fix as part of 4.11 hotfix:

Does it affect a lot of people? No (much less than 1% of millions of users)

Does it cause crashes? No.

Is there a work around? Yes.

Is it risky to integrate to 4.11 hotfixes? Yes.

Animation system has had quite an overhaul with multi-threading and new animation dynamics. It is possible that my fix could cause other problems, and it would require a decent amount of testing.

From user point of view, it may be frustrating having to either wait or learn how to compile from c++ (there is Git to learn, and how to merge from various branches off github, find suitable Visual Studio, either free edition or sign up for BizSpark if possible, install it, pull all the UE4 code, re-download all dependencies, build, wait few hours, and hope everything was done correctly…)

It may sound trivial for those of us that do these activities every day, but its quite intimidating to everyone that doesn’t…

I can make a binary build with 4.11.1 + morph hotfix, but I can’t satisfy 1.b of the License:

“Any public Distribution (i.e., intended for Engine Licensees generally) which includes Engine Tools must take place either through the Marketplace (e.g., for distributing a Product’s modding tool or editor to end users) or through a fork of Epic’s GitHub UnrealEngine Network (e.g., for distributing source code).”

Do you have any tip how to avoid that the build system remakes the whole engine when I make changes to my project? I couldn’t say what changes to my project triggered it but most of the time when I changed some of my c files it wanted to recompile the whole engine which is why I dont use the git stuff anymore

It only does full rebuild when timestamps of source files have changed, intermediate folder has changed, or if you’re building given configuration/platform for the first time (eg Development/Win64, or Debug/Linux…) If you move files around this could change timestamps and signal the build tool to rebuild everything.

UPDATE: and I have pushed to get this in 4.11.2 and it has been approved for integration. I’ll update you all again when it is integrated and verified for 4.11.2, but I wanted to let you know that we’re working on it.

UPDATE 2: Integrated and verified for 4.11.2

and you win the most awesomest people award eva!

\o/