After upgrading my project from 5.3 to 5.4 the character eyes and mouth are about a half second out of sync with the head. Migrating the character from 5.3 to a new 5.4 project has the same bad results. It plays fine in the blendspace and I don’t see anything wrong in the skeleton either. I’ve never run into this problem before so I’m stumped where to start looking. Any ideas?
Do you have your parts assigned to a master pose component or wharver they renamed it to?
Yes, I’m using a leader component but the head, eyes, and mouth are all just one skeletal mesh.
Let me just add that the way I have it set up now has worked correctly for years and I’ve never had a problem until 5.4.
They could have broken the node…
100% possible its more of a bug than anything.
Particulalry if you are certain or can verify that importing an old project results in the same end result after conversion…
Hmm… migrating a metahuman character to 5.4 seems to work correctly. I probably should’ve mentioned that this problem character is a UE4 skeleton. It’s probably time to upgrade the character to motion matching.
Update in case anyone else has this problem: It is fixed in 5.7.
And it was broken again in 5.7.2 and not adressed in 5.7.3: “In engine versions 5.4 through 5.7.2, a regression in the animation evaluation pipeline (specifically related to Component-to-Local space conversions) often causes additive facial animations to “lag” or desync during fast body rotations. This issue was reportedly resolved in 5.7.1 but reappeared in 5.7.2.”
