Camera attached to SklMesh, bounds and animation

Hello everyone,
.
This is about a camera attached to a Skeletal mesh that is being animated with some bone translation, the animation was not working.
It led me to believe it was a bug in the attachment to sockets and bone translation but it was not…
.
So anyway the bone translation really goes far away and the bounds defined by the physical mesh where way to small.
The issue ?
If you are out of bound or cannot see it even if you are still attached to it the animation will stop or not play.
For me I had a worse issue because I thought the animation was not playing at all from the start and in time 0 position I was already out of visual bound.
.
So it’s logical : you cannot see the bounds, animation don’t play.
So edit you physical mesh to get bigger bounds or scale the bounds in the level.
I hope to some of you who are reading this I saved you a big headache and precious time.

This is probably a very particular issue that I had, and so I guess this will not be corrected, so this is more an archive for people who may encounter that issue, and how to fix this.
I will be nice to have some kind of dynamic bounds.
This was quite a complex thing for me to find the cause and a solution (took me 2 days of testing trial and error)

Ol

So that’s solved :slight_smile: