Animated morphs not being set on first frame

Hi

We noticed that keyed morphs on a skeletal mesh fail to evaluate on the first frame occasionally. I recorded a video to demonstrate the problem.

Also there are 2 other minor issues when viewing morphs in the skeletal mesh editor:

  • Setting morph value to zero doesn’t update the view
  • The morphs sliders are very insensitive to dragging actions

[Attachment Removed]

Steps to Reproduce

  • Import the provided fbx as skeletal mesh, or open the provided level sequence (from Morphs.zip)
  • Add the SphereBS skm to a level seqeunce
  • Bake the sphere to FK control rig so we can animate the morphs
  • Use seqeuncer to activate each morph one by one
  • Scrub around in sequencer
  • Notice when you go to frame 0 it doesn’t seem to reevaluate the morphs, it shows that last active frame’s morphs
    [Attachment Removed]

Hey there,

We’ve fixed this issue in a recent submission, and it will be released in a hotfix (5.7.3). If you are running a code project, you can integrate this change:

https://github.com/EpicGames/UnrealEngine/commit/71004a086e7a6a1bbf2dfa2243d1ff735445bc62

Dustin

[Attachment Removed]

Great thanks Dustin. We’re on //UE5/Partner-VP-5.7 and it looks the change has just been integrated there too

[Attachment Removed]