Is there a way to edit the preview mesh setting in bulk on animation assets or do I have to go one by one? We just switched to 4.14
We used to be able to double click the mesh and then the animation to see it playing properly…The top mesh pull down tab in persona also used to work, but now it seems limited to setting the preview mesh manually.
If you double click the actual skeleton the animations share in the content browser, change the preview mesh there and apply it, it should then propgate down to all animations that use that skeleton. Or something similar to that. It worked for me, hopefully you will have a similar experience.
Btw, the date of the original post is noted. I am posting here for people who currently have the same issue/question.
Is there a way to do this without applying the preview mesh to the base skeleton? I have one skeleton shared by multiple characters, and I want to be able to set a different preview mesh for each character. I would like to “bulk apply preview mesh” on folders of animation, but there doesn’t seem to be a way to do this. Right now I have to manually hit apply for every single animation individually, or set them all to be the same preview mesh.
In UE5.5, while the engine supports batch editing via Property Matrix, the PreviewSkeletalMesh property cannot be modified this way due to the lack of “EditAnywhere” flag—at least in my tests with 5.4.
If you indeed have a large number of PreviewSkeletalMesh assets to modify, my AssetProcessor plugin might help solve this issue. It’s a versatile plugin for bulk-editing UProperties of assets, including those that can only be modified via C++. I tested it and confirmed it can batch-edit the PreviewSkeletalMesh property of UAnimationAsset. Below are the YouTube video link and FAB link—hope this helps!