Good night to you all,
I have a strange problem with my blueprint. I’ve created a C++ implementation for Character and created a blueprint based on that class. My class has the usual main Skeletal Mesh, provided by GetMesh() method, and I’ve added two more Skeletal Mesh Components, both child of main mesh and with master pose set:
TopOutfit = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("TopOutfit"));
TopOutfit->AttachToComponent(GetMesh(), FAttachmentTransformRules::KeepRelativeTransform);
TopOutfit->SetMasterPoseComponent(GetMesh());
But the second mesh (TopOutfit showed above) is acting strange, with the main mesh appearing through the second mesh:
First though is a problem with FBX and weight influences, but in Maya everything is right.
The strange thing is, when I add all meshes on animation preview, everything looks right:
Is there something I’m doing wrong for a multiple mesh configuration?