Bone Not Present On Current Mesh

  1. I add a bone the default UE skeleton hand as a bone to work like a socket (or to attach a socket to).
  2. The bone works just fine for the mesh that I imported it with, but for any other mesh using the same skeleton, I get the error: “The Bone exists only on the skeleton but not on the current mesh.” (see topic here The Bone exists only on the skeleton but not on the current mesh.. (this solution did not work for me)).
  3. For every mesh I would rather not have to export the mesh, add the bone in blender, fix materials, reimport the mesh. This seems so wasteful.

I am sure I’m missing something. If a bone is on the skeleton, shouldn’t it be able to work as a socket? I get that you couldn’t deform the mesh with a bone like this, but that’s not the point of it.

I’m guessing there’s a different way to accomplish what I’m attempting to do here. Can someone please lend me a moment of your time for some tips?

This issue still persists in UE5. I never fully understood why it is handled this way. It’s quite annoying, especially when working with assets from the Marketplace and you need custom bones(like weaponBone). The only option is to export all meshes, add the bone in blender/maya/max and reimport them back in to Unreal. Just for one extra bone. I hoped there would at least be a workaround until now.

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if you add the bone to the mesh which is already targeting other meshes, the bone will not reflect in other meshes, you need to retarget the meshes to it.

hope it helps,
cheers!

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