Hello,
I am playing with “Hide Bone By Name” Node. But I noticed that it has a weird impact on the skeletal mesh geometry.
As you can see on the screenshot, when I hide the “lowerarm_l” it “pulls” all the vertices inside the mesh in a weird cone form.
From the official documentation ( Hide Bone by Name | Unreal Engine 5.7 Documentation | Epic Developer Community ) It should “just enforces a scale of 0 for the hidden bones” but from my tests so far, it looks like it is also enforcing a relative position of 0,0,0 to the parent bone. That would explain why the cone shape converge towards the 0,0,0 location of the lowerarm_l bones.
It does the same for all the bones, but of course it is very noticable on long bones, like calf, lowerarm, etc…
Is this the intended behavior or is this a bug ?
Thanks in advance for your answers !
