Crack Free tessellation on skeletal meshes breaks on different material groups

Hi,
of course I can upload the test assets, i should have done that right in the first post I guess. In the attachment you can find the source max file, fbx files and uassets. There are two test cylinders, one has pivot in the middle as expected, the other one has it offset by quite a lot because it’s easiest to see the “bug” that way.

You are right that there is not that much geometry, but I didn’t know that the crack free feature has this kind of requirement where it may not work correctly with low poly counts.

Also, isn’t the “border” between materials treated the same way as border between smoothing groups or UV island border in terms of vertexes being duplicated? What I’m curious about is why the tessellation and crack free feature don’t “break up” on UV island border or on the borders of smoothing groups.

Actually when I’m looking at the skeletal mesh - Cylinder_OffsetPivot even without animation the tessellated vertexes are pulled towards 0 or pivot which looks like this may not even be a bug in crack free feature, but in tessellation itself? Well that is if it’s not limitation of low poly meshes like you mentioned.

Thanks for looking into this.