I have a plugin that returns the positions of all verticles of Skeletal Mesh objects with an applied BlendShape .
To achieve this, I enable CPU Skinning node (to get vertex position of mesh with aplied blendshapes) to get these data.
The problem is that everything works fine in the Editor , but in the Shipping or Development Build, enabling CPU Skinning just resets the Morph Target values.
Even if I reapply Morph target values (visually it applies) the vertex position I get are the same as original Skeletal mesh.
How can I make the Shipping Build process Morph Targets using CPU Skinning when it’s enabled like it works in Editor ?