This is both a bug report and a request for help from anyone that may know of a workaround for this issue:
When using UE 5.1.0’s dynamic IKRig Retargeting System & skeletal morphs are applied to the target skeletal mesh (SkMesh), the morph causes the target skeletal mesh to distort.
Applying morphs on a SkMesh directly or animated normally via an animation blueprint results in correct looks and behavior.
Applying morphs on a SKMesh using dynamic IKRig Retargeting implemented inside an animation blueprint results in distortions, especially to a character’s extremes (i.e., fingers).
Here’s a video I made demonstrating and explaining how to reproduce this bug:
https://youtu.be/wf0E269Bj6A
Details:
Base Mesh: Unreal Engine 5’s Manny Mannequin.
Retargeted Mesh: Genesis 8/8.1 model imported form DAZ Studio (with morphs).
Source Mesh uses a custom Animation Blueprint.
Retargeted Mesh uses a very basic blueprint utilising a (hopefully) properly set-up IK Retargeter.
Any help or suggestions would be appreciated!