Crazy Metahuman Glitch when far away (Not LOD related)

Hi,

What the problem looks like: www.youtube.com/watch?v=imlq_1xI6i4

Has anyone seen this before or know what may be causing this issue? I’m on UE5 EA. It happens any time the Metahuman is far away and resolves when it’s up close. Could it be my computer? (Specs below) It’s been able to run everything else perfectly with no latency. Please let me know if I can provide any other information.

Specs:
Rig: GS76 Stealth Laptop
Processor: 11th Gen Intel(R) Core™ i9-11900H @ 2.50GHz
Ram: 32gb
GPU: NVDIA GeForce RTX 3070 Laptop
Windows 10

Your Metahumans look custom and therefore must be of class Character, right? Typically you must have copied the required components, functions and variables from an off-the-shelf metahuman into a Character?
I had a similar visual glitch which was related to the fact that I used the standard UE Character’s inherited skeletal mesh component named ‘Mesh’ as my Metahuman body. If so, since you cannot change the inherited name ‘Mesh’ to the Metahuman ‘Body’, this naming inconsistency will create some LOD issues, yes. One simple way to fix this (assuming this is the issue, of course), is to add another skeletal mesh component to your character and properly name this skeletal mesh ‘Body’ (and move all the children components of ‘Mesh’ to ‘Body’).

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Hi thanks so much for your response. I didn’t receive a notification that you answered so my apologies for not responding sooner. I just tried your solution and it seems to be doing the trick!!

However, I’m unable to completely replace the ‘Mesh’ component with the ‘Body’ component because the ‘Mesh’ is the native component. I can’t delete or rename it. If you could lend me your epic brain again I would be so grateful.

Best regards,

PS: For more context, when I moved all the components from ‘Mesh’ to ‘Body,’ it really messed up the movements and animations because the ‘Mesh’ would move separately from the ‘Body.’ And when I try to make a new character blueprint, it automatically creates a ‘Mesh’ component as the native component.

Thanks in advance again for any help you can offer.

I had used this “duplicate skeletal mesh called body” trick and it was working visually. Unfortunately, there is logic in the Character class that directly effects the core “Mesh” skeletal mesh. This was resulting in several multiplayer issues for me.

After some time, I was able to find a better workaround. I updated the MetaHuman_Clothing_LODSettings and MetaHuman_LODSettings files. I copied the BoneList from LOD 1 to LOD 2 and 3. This prevents removing the bones resulting in the animation glitches in those lower LODs. I then applied these settings to the body skeletal mesh I was using (m_srt_unw_body in my case).

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For everyone having this issue. I found an even easier fix. You need to go into the BP. Under components on the left hand side scroll down to LODSync. Then change the Num LODs in the Details from 8 to 1.

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Yeah so this was definitely LOD related

This works! Thanks!

Thanks this definitely works!