So I set the Leader Pose component in the construction. Everything works as intended, all the body parts follow the parent mesh as they should, until they move too far away. Once the players are just a few meters from each other the body parts (pants and torso) desync from the parent animations. I suppose this is related to some sort of optimization but I have tried everything I can find related to this and nothing seems to work. I cannot find any threads on this with a solution either.
I’ve only seen one thread with the same issue but there was no solution.
Taking a guess based on a description of the problem and assuming the actor is using LODs at distance the detail in the clothing mesh is so low that the body is poking through when the LOD kicks in at it’s trigger distance. There are a couple of ways to fix the problem of poke through by either editing out the parts hidden by the clothing or masking out the area using a material.
I do not think this is the main issue, although I am planning on making sure no mesh “pokes through” the clothes in the future.
Once the player actually goes a few meters away, the clothes entirely stops animating properly. So even if the mesh below was hidden it would look really janky anyway since it would basically be the clothes floating around (with some glitched movement).
I do assume it is based on some LOD settings, however nothing I’ve tried makes a difference.
When exactly are you having those issues? Does it happen in the viewport when you’re not playing or does it only happen when you’re playing/simulating?
Have you tried enabling the In Follower Should Tick Pose of the Set Leader Pose Component node?
If you select the clothes mesh component in your BP, is Sync Attach Parent LOD enabled?
Also, could you share some screenshots of the character set up in the BP and both meshes LODs?
I appreciate the help but I actually discovered what the issue is just now.
So for anyone who has the same issue see below:
So I am using Metahuman for this (probably should have mentioned this I realize now…) and in the static mesh for the body, the LOD settings attached as a Data asset control the LOD.
I noticed that once the body starts glitching out is when LOD 2 kicked in. However I still want to use the LOD settings and removing all of the LODs didn’t seem like a great idea so I looked into the settings.
Under these settings is an option for removing bones - which I naturally assumed was the issue here since for each LOD drop a ton of the bones were removed. However, after experimenting with this it didn’t seem to make a difference if 200+ bones were removed or zero bones were removed - the animations still glitched out.
Here’s the weird part, when playing around I activated nanite for the body and deactivated nanite again and all of a sudden it stopped glitching. So I don’t know if this is a bug or what but I would just give that a try - I think maybe it has something to do with just applying the changes?
In any case, now all of my LODs below 0 remove the 144 bones that were removed in LOD1. I guess more bones could be removed to optimize further and it would still work but I’m not going to fiddle with that at the moment.