Custom Skeleton sockets and bone attachments do not work only for NPC spawner

Summary

NPCs spawned with NPC Spawner Device have broken socket/bones attachment.

Please select what you are reporting on:

Creative

What Type of Bug are you experiencing?

Assets

Steps to Reproduce

  1. Add to project custom Skeletal Mesh with at least 1 animation.
  2. Create new Blueprint of class Actor.
  3. Inside this Blueprint:
    a. add Skeletal Mesh Component
    b. set Skeletal Mesh insite this component to imported custom Skeletal Mesh
    c. set it’s animation to imported animation
    d. add Mesh Component to Skeletal Mesh Component and attach it to bone other the root (head or arm)
  4. Place Actor in the world
    (notice that Mesh Component attachment seems correct)
  5. Create Blueprint of class AnimPreset_BasicLocomotion and fill it with imported animations (you can set the same animation everywhere)
  6. Create verse NPC Behavior Script with default code
  7. Create Blueprint of class NPC Character Definition
  8. Inside NPC Character Definition:
    a. set Behavior to use created NPC Behavior Script
    b. set Comsetic modifier to:
  • Character Look: Custom Character
  • Character Blueprint: created Actor with skeletal mesh
  • Character Movement: Animation Preset
  • Anim Preset: created Anim Preset
  1. Place NPC Spawner Device in world, set it to use our NPC Character Definition
    (Notice that Mesh component attachment still looks correct)
  2. Launch Editor Session
    (Notice that both, placed Actor and NPC Spawner preview mesh seem to have correct attachments)
  3. Start Game
  4. Notice that placed Actor still have correct attachment whereas Spawned NPC’s attachment is set to base of the character.

Expected Result

Mesh Component is attached to NPCs bones/sockets (it doesn’t work for neither of those) correctly during gameplay.

Observed Result

Mesh Component that supposed to be attached to NPC Character bone is attached to root during gameplay.

Platform(s)

ALL

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