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