I’m running into a bug in the Mutable editor, where the preview window say “Error updating”, but no error message is occurring in the output log.
After some digging, it turns out that it’s the Mesh Reshape node not knowing how to handle an incoming mesh that has more and/ or different bones than the skeletal mesh component. It works fine when the Mesh Reshape node is disconnected, assuming the Skeletal mesh is compatible with the reference skeleton.
Digging even deeper, a solution that seemed to work for us is to have the Mesh Reshape node skip/ discard all joint mismatches and just proceed. The mesh now compiled just fine, with the desired deformation we wanted the Mesh Reshape to drive.
Is this maybe something that will be fixed, or should we push our internal fix?
Steps to Reproduce
Steps to reproduce are in the screen shot.
It’s important that the “RenderMesh” has more joints than the Skeletal Mesh Component called “Character” (for instance, jiggle bones not included in the base character)
Yeah, the way we recommend doing that is to use the Anim Instance metadata to define a post-process anim bp to then use RBAN or control rig dynamics setups to drive those added bones.
This node definitely helped with the joint discrepancy! I wonder though, it doesn’t seem to have support for physics (jiggle bones specifically), and I wonder if this is something that will be added anytime soon in 5.8, or if I should maybe proceed with an in-house solution to handle physics.