Custom Primitive Data not working on nested Skeletal Mesh Components

Hello all!

I was attempting to use Custom Primitive Data to apply a shader effect to a nested Skeletal mesh component within an actor blueprint and I found that for some reason the shader always returned the default CPD value.

Test Material - only one CPD value plugged into the base color

Breakdown example - using a basic cube mesh to showcase the issue

I was able to test a static mesh actor, a skeletal mesh actor and a blueprint with a nested static mesh component and everything worked fine. For some reason skeletal mesh components refuse to return anything other than the default value.

I’m trying to apply this per-actor within a level through the details panel.

I don’t believe this was an issue on 5.4 but I’m currently on 5.5.4 and only noticed it after updating to 5.5

Is this expected behavior or is this a bug? Is anyone able to replicate this?

Thanks,
Trey