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

Sorry to bump this but I have a bit more info.

I can confirm - I just tested this on an old stock 5.4.4 project and it worked just fine. Skeletal Mesh components seem to pass through there custom primitive data no problem.

This appears to be a new issue with 5.5.

I have just created a bug ticket with Unreal. Will update if there is any more information.